Get about 15 vultures together with the mine and speed upgrade and rush into
the protoss base and drop a volley of mines - the zealots will follow the
vultures as they leave and set off the mines. Cleans out their base pretty
fast if repeated. After all the mines are used - the vulture is kind of
worthless except if you can line them up behind a row of supply depots or
something. Oh and the mines detect dark templars too. Funny to see them
blown up before they reach your base (same goes for mines placed where a
protoss might try to drop reavers into your base) I know this is kind of a
stupid way to try and win but its fun to try if you are bored with the
traditional rush/reaverdrop/cloaked unit attack. Anyone else experimented
with these shitty units in any other way?
Funny, I've been re-playing the original Terran campaign which should be
called, for the first half at least, "Fun with Vultures". (The second half is
"Fun with Tanks"). And I'm discovering that they aren't such shitty units.
They're very cheap: for 75 minerals you get 3 mines plus a unit that dishes
out 20 concussive, and can outrun anything. Throw some mines in your choke and
delay building tanks for awhile. Put mines all over the map in both expected
and unexpected places and your opponent will get really paranoid.
Vultures are murder on Protoss. Your mine tactic is good. Even when their
mines are used up, they can hit-and-run zealots, striking a few times, then
zipping away before the zealots can close in. When you've killed off most of
their zealots, run in and kill all their probes. A pack of vultures will
slaughter probes really fast -- two hits kills one probe. Remember that
Protoss shields take full damage despite the size of the unit. So a
combination of Vultures and Marines will work well against Protoss ground
forces.
The only problem with vultures is they use 2 supply, making them very
inefficient in terms of supply depots. But they're so cheap you can use them
as suicide troops once they've dropped their mines, freeing up supply for tanks
and stuff.
Chris
---
meow.
You might not realize this, but vultures are very effective against
small units. Namely, zealots. Eight vultures will kill a zealot
in a single attack. Compare with a large dragoon; only 20 more hp,
but it takes 24 vulture hits to kill one.
Given this, you might consider starting with the mine field to
clear out the first wave of zealots, then go in an pick off any
remaining zealots with ordinary firepower. For dragoons, drop more
mines. Meanwhile, kill off the probes. Then mop up the proton
cannons (another problem). This should effectively shut down the
base, since your vultures can now plink the buildings, picking off
any drones or anything coming out of the gateway before it can get
more than one attack off. You can probably even kill reavers if
they have them, by jumping in, firing, then outrunning the scarab.
You'll probably want to bring in tanks to help, however. Even 15
vultures will take FOREVER to kill a nexus. :-)
--
Paul Brinkley
ga...@clark.net
> Funny you mention vulture rushes--indeed, that is probably THE most
> powerful rush in the game. If you haven't seen the power of
> vultures, you haven't played against the really good people. Out of
> some 50 vulture rushes I've done, I've lost about 4. That's no
> hyperbole. Here's my method: Up to 8 or 9 SCVs, supply. (Note:
[good tactics snipped]
I've often looked at vultures and wondered why more people don't use
them. Once you get spider mines, it's very difficult to not get your
money's worth out of them. After all, if your three spider mines kill...
(pick one)
2 marines
1 hydralisk
3 zerglings
1 zealot
...they've paid for the vulture. The downside, of course, it that
they require micromanagment to fight effectively -- you can't just
give them an attack-move command and forget about them -- and
micromanagement for terrans is already pretty demanding.
But if you can deal with the added micromanagement, they can't be beat
for recon, harrassment, and fast rushes into the opponent's worker
line.
Also, I don't really think that lowing the cost of spider mines to
100/100 in version 1.05 will have any real effect on the game. It's
only fifty minerals and fifty gas -- about half a tank. Rather, I
think that this is Blizzard's way of dangling a little carrot in front
of the eyes of terran players -- sort of a "new user discount" to try
to get more people using the vulture.
--
Adam Smith
Boston University
Department of Aerospace and Mechanical Engineering
"In theory there's no difference between theory and practice, but in
practice there is."
Bill Skokie wrote:
> Has anyone had any luck with a vulture rush now that 1.5 makes the mines
> cheaper. I have had success on a large open map versus protoss -
>
> Get about 15 vultures together with the mine and speed upgrade and rush into
> the protoss base and drop a volley of mines - the zealots will follow the
> vultures as they leave and set off the mines. Cleans out their base pretty
> fast if repeated. After all the mines are used - the vulture is kind of
> worthless except if you can line them up behind a row of supply depots or
> something. Oh and the mines detect dark templars too. Funny to see them
> blown up before they reach your base (same goes for mines placed where a
> protoss might try to drop reavers into your base) I know this is kind of a
> stupid way to try and win but its fun to try if you are bored with the
> traditional rush/reaverdrop/cloaked unit attack. Anyone else experimented
> with these shitty units in any other way?
Well, if the computer sends in hallucinations to get rid of mines first, your
pretty much screwed. Right up the jacksy.
Gibster
Bill Skokie wrote:
> Has anyone had any luck with a vulture rush now that 1.5 makes the mines
> cheaper. I have had success on a large open map versus protoss -
>
> Get about 15 vultures together with the mine and speed upgrade and rush into
> the protoss base and drop a volley of mines - the zealots will follow the
> vultures as they leave and set off the mines. Cleans out their base pretty
> fast if repeated. After all the mines are used - the vulture is kind of
> worthless except if you can line them up behind a row of supply depots or
> something. Oh and the mines detect dark templars too. Funny to see them
> blown up before they reach your base (same goes for mines placed where a
> protoss might try to drop reavers into your base) I know this is kind of a
> stupid way to try and win but its fun to try if you are bored with the
> traditional rush/reaverdrop/cloaked unit attack. Anyone else experimented
> with these shitty units in any other way?
If I were you, I'll mass up firebats. Their flames can hit multiple targets and
shields take full damage too. Add with stimpak n marines and protoss will find
it hard to defend. (they can take out cannons rather quickly with stimpak).
Anyway, vultures have lousy refire rate and they're a bit late in the game too.
Use them for the mines, but not for rush attacks.
Anyway, if zealots are chasing you, the mines u drop may not activate that soon
enough.
--
"Keep peace along the Starcraft Sector"
>If I were you, I'll mass up firebats. Their flames can hit multiple targets and
>shields take full damage too. Add with stimpak n marines and protoss will find
>it hard to defend. (they can take out cannons rather quickly with stimpak).
Firebats can take out the cannons' shields pretty quickly, but they do
much less damage against their actual hitpoints. With medics healing
them, though, I suppose they could be able to do it. Can photon
cannons be set to target individual units? That'd make infantry
attacks on them a lot harder, if the cannons are being controlled by a
fast clicker. Firebats really shine against zealots, but I prefer
marines against cannons. They don't have to run into the range of as
many other cannons, they do normal damage, they scale better. They die
faster, though.
>Anyway, vultures have lousy refire rate and they're a bit late in the game too.
>Use them for the mines, but not for rush attacks.
Oh, they're not much later than firebats, are they? You need barracks,
refinery, factory for just vultures. The machine shop add-on to
research mines and thruster upgrades, but if you're after just
vultures at first, to harass peons and zealots, you can research those
later.
Firebats require barracks, academy, refinery, plus you want to
research stim pack at the academy. The academy takes ages to build,
less now, with the 1.05 patch, but before that I was under the
impression that it took way longer than a factory to be built. Not
enough to make vultures available sooner, also because you can start
building the academy sooner than a factory, because you don't have to
wait for gas. But vultures don't cost any gas themselves, so you can
save up on that for tanks or air.
>Anyway, if zealots are chasing you, the mines u drop may not activate that soon
>enough.
But vultures don't fare too badly against zealots. Their attacks do
full damage, as zealots are small, and they can run away from the
zealots, too, to be repaired in the cover of a bunker. They're cheaper
than zealots, too. Hey, I use them way too little, so I can't say if
all my suggestions or points are actually valid in practise, but it
seems worthwhile to give them a chance.
Tobias / jester
Yeah, but you cant mass select them, and units will always be selected in a
box over a building.
dom
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