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SC2SEA.com - Starcraft 2 SEA eSports Community Site > Starcraft 2 Discussion > Bronze Silver Gold > TvP - How to deal with charged zealots in early/mid game
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Unread Mon, 18th-Jul-2011, 1:15 AM BnetId: Duan:342  Race: Location: Singapore  Total Posts Made: 48 # 1
duanloves
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as a protoss i say mauraders are good all game long charge or no charge.
hellions are a bad idea against charge zealots as they can charge and surround so easily unless you have insane micro.
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Unread Mon, 18th-Jul-2011, 9:35 AM BnetId: ChongBear.164  Race: Location: Sydney, Australia  Total Posts Made: 79 # 2
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Quote:
Originally Posted by duanloves View Post
as a protoss i say mauraders are good all game long charge or no charge.
hellions are a bad idea against charge zealots as they can charge and surround so easily unless you have insane micro.
Yep, as said above, def have marauders to tank damage and the hellions to do the damage. if they go majority chargelot but you mainly have hellions, you'll still need something to take down the buildings! marauders do the trick! slow and kite.
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Unread Wed, 20th-Jul-2011, 5:16 AM Who's Who:   BnetId: EU.Nemo #368  Race: Location: Paris, France  Total Posts Made: 752 # 3
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Quote:
Originally Posted by duanloves View Post
as a protoss i say mauraders are good all game long charge or no charge.
hellions are a bad idea against charge zealots as they can charge and surround so easily unless you have insane micro.
I've just made the test on Unit Test Map. 16 chargelots against 8 Blue Flame Hellions. Hellions wins and there are 5 hellions left. My micro is really average.

54 marines with steam and shield rape 27 charglots (More than half the marines left) without any kitting. 25 Marauders are killed by 25 charglots even with proper kitting and concussive shell and steam. ~5 charglots left. and the 25 Marauders are more expensive.
A mix of Marines and Marauders barely wins (50%-50% of each).

My conclusion would be that Marauders suck against Charglots even with concussive shell. That seems logic cause Marauders have bonus damage against Armored units with Zealots are not and their DPS is lower than those of Marines cost-equivalent.

If someone care to do the same tests, I would be interested.

Replay of the tests : http://www.sc2sea.com/downloads.php?do=file&id=371
I did the test with Hellions on another test, but it's easy to remake.

Last edited by Nemo; Wed, 20th-Jul-2011 at 5:25 AM.
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Unread Wed, 20th-Jul-2011, 11:44 AM BnetId: ZanC.917  Race: Location: Singapore  Total Posts Made: 72 # 4
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[QUOTE=Nemo;27536]I've just made the test on Unit Test Map. 16 chargelots against 8 Blue Flame Hellions. Hellions wins and there are 5 hellions left. My micro is really average.

54 marines with steam and shield rape 27 charglots (More than half the marines left) without any kitting. 25 Marauders are killed by 25 charglots even with proper kitting and concussive shell and steam. ~5 charglots left. and the 25 Marauders are more expensive.
A mix of Marines and Marauders barely wins (50%-50% of each).[QUOTE]

What your test shows is Pure Hellions > Pure Zealots and Pure Zealots > Pure Marauders. Hellions definitely counter zealots, but it doesn't counter anything else in the protoss deathball, so unless you do some economic damage with them you've wasted the opportunity cost of your MMM.

Fully upgraded and balanced MMM would still beat fully upgraded Gateway units.
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