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Originally posted by Elok
How do you handle Archons as a Zerg player? Assuming they're well inland and thus Guardian-proof, do you need massive numerical superiority just to wear them down?
No cliffs for guards to hover over?
Pure hydras on favorable terrain, an ultralisk or 2 + other ground units, throw darkswarm around(will eliminate the direct damage, but not the splash damage). Obviously be careful so that the archons can't get under the swarm if you are using hydras.
Always Random, though I think my Zerg game when it really goes guerrilla (small minimal defense bases combined with lighting raids against opponents startups) can be devastating and pleasantly unconventional as I win economically rather then in a single decisive battle. I've been known to win this way after losing my main base.
Like Maniac I'm not 'fast' with the mouse or keyboard but make an excellent strategist.
Defending against Archons I'd use Lurkers with other ground fodder units (lings, hydra, ultra) thrown into a choke area ware they will make the archons stop and engage within the range of the lurkers. If their are Observers in the area the ground fodder keeps the heat off the Lurker and if their aren't it keeps them bunched together and prevents them from leaving the kill zone if their aren't other obvious targets like sunken colonies in the area.
Offensively their harder to deal with. If their acting as front door coke point defense its best to avoid them and go for a aerial or drop attack against the opponents economy.
Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche
Originally posted by Maniac
A bunch of upgraded Zerglings do the trick too IIRC. Just make sure you attack from two sides at once, so you get an immediate surround, and minimize your losses.
spash dmg will eat zerglings up.
I meant "Guardian-proof" in the sense that the Guardians can just hover out of Archon range in impassible terrain bombarding the hell out of said Archons; without air support the bug-zapper has no choice but to run away and hope to lure the sluggish Guardian onto terrain where it can be attacked by its more nimble enemy.
Under any other circumstances there's really no cheap way for the Zerg to take out an Archon the way Science Vessels can, or Scourge can take out Carriers, or Zerglings can take out most large land units. They can't be broodlinged and laugh at the Plague. I'm a pretty bad player but I always spam Archons when I'm playing versus the Zerg because they're damned near helpless against them. At least when controlled by the AI they are.
I guess I can imagine a Zergling swarm doing it, but a fully upgraded Archon can take out several fully-upgraded lings with one hit...it's hard to picture even a pincer attack doing more damage than is lost in dead lings. Fifty minerals a pair means three hundred a dozen, and it'd take more than that. An Archon costs three hundred resources too, but mostly gas, which is harder to get in bulk.
ur right in that there really isnt real counter strat, but you can always go tech for tech. Tank the dmg with higher tier units should help with splash dmg.
and archons take dmg like a ***** as well since they are all made of shields. Shields dont mitigate dmg type so you can just work it with any unit.
Yeah, but don't most Zerg units do normal-type damage anyway? Oh, and I was wrong, Archons cost 400 resources. I was thinking they only needed 200 gas.
Actually, come to think of it there's an excellent Zerg counter to Archons...it's just not easy to get, and not available in all games. Now if only the Zerg could somehow build command centers, it'd be a cakewalk. 'Course, so would the rest of the game.
I just made a campaign editor scenario, putting twelve fully upgraded zerglings against one fully upgraded archon. Did seven tests. Results differ because of how quickly I got a complete surround. Test results were: Zerglings remaining: 3, 5, 5, 5, 7, 8, 8.
Looks like my memory isn't wrong, and zerglings can work as a counter. You gotta love that Hive tech which reduces Zergling cooldown.
One of my strategies is to rush for that tech. It normally does pretty well.
JM
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