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Unread Fri, 13th-Apr-2012, 11:36 PM Race: Clan: QED  Location: Mount Isa, Australia  Total Posts Made: 232 # 1
Bloodmyst
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Viking VS Battlecruiser

May I just say, why do we not see Terrans try to get Cattle Bruisers instead of Vikings to Combat
Collossi?

So many times I have seen professional T v P games where both armies are maxed out and neither army are engaging unil they are comfortable with maxed out upgrades and/or in a very advantageous army position.

But before we get ahead of ourselves, please take a moment to compare the Viking and Battlecruiser.

Viking | Battlecruiser

Now so much can be said for the early game. This is a different story. But for now, lets us focus more on late game T v P. Generally speaking, 4 Collossi seems to be the magic number of Protoss deathballs. Don't 4 Battlecruisers with yamato scale much better against 4 Collossi then 10 Vikings? Assuming you produce 4 Vikings for the initial Colli and add an extra 2 for every Colli after that.

Lets compare having Battlecruisers in your army composition instead of Vikings. Here I will assume that Protoss has 4 Collossi, normally you get 10 Vikings but instead for this match you opt to go for 4 Battlecruisers;

- 10 Vikings cost 1500 minerals and 750 Gas, 4 Battlecruisers cost only 100 extra minerals and 450 extra Gas. It's not like gas is a problem for Terran late game since we do not have a gas dump unit like zerg and protoss does.

- Instead of researching +1 attack, you would research the Yamato ability which is only 50 gas and 50 minerals more then researching +1.

- 10 Vikings = 1250 HP, 4 Battlecruisers = 2200 HP and this is not considering the fact the Vikings have 0 armour unupgraded and Battlecruisers have 3 armour when unupgraded.

- You do have to wait for the energy to stack up for utilising Yamato. However, 10 vikings will dish out 100 DPS, whereas 4 Battlecruisers will do 106.8 DPS. Remember 1 Yamato almost takes out 1 Collossi.

- I don't mean to state the obvious here, but Battlecruisers can shoot ground while still being in the air where the Viking cannot do this. This definitely helps against the after warp-in of chargelots.

- Battlecruisers have energy leaving them vulnerable for feedback. Now at a glance, I thought this was a disadvantage.... however I'm not so sure this is true considering you are now putting pressure on Protoss to decide if it is better to hit storm on the bio or feedback the Battlecruisers.

- This is more of an assumption, but also a question. A Battlecruiser would mitigate the splash of an Archon considering the size of the unit?

- 1 major disadvantage would be the fact BC's move around much much slower then Vikings. However, the Battlecruiser has 2 more sight then a Viking, thus making it easier for ghosts to land those critical EMPS/Snipes on the High Templar?

- If you decide on engaging first with the Ghosts and BC's, is not that hard to avoid feedback well you not only have the extra range ghosts have over the HT, but also the movement speed of BC's is the equivalent of HT.

I can keep going through comparisions, but I don't know.... maybe some of you GM's out there could explain to us why Vikings are better then BC's when going up against the Deathball? I mean, yeh early game we need to get vikings considering the time it takes to actually get BC's out... .but once it gets to late game, isn't yamato a much better tool to have in your composition for Collossi/Archon Tech switches instead of having a unit which is utter crap in ground mode? why not start saccing Vikings in order to get some BC's out?

Sorry if this post is poorly constructed post, but I'm a lil bit tipsy atm..... been having a few drinks with mates while watching streams.... ><
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