Staredit Network > Forums > SC1 Melee Discussion & Strategy > Topic: Scout Battery Harass
Scout Battery Harass
Sep 7 2010, 7:32 pm
By: JrOSTAD  

Sep 7 2010, 7:32 pm JrOSTAD Post #1



I tried this once and it actually worked well. I started out I build teh pylon, gateway, zealots, cybernetics core, goons, ect. then I got shield batteries and stargates. I ended up with twelve scouts and three batteries, (everyone was duking it out and left me alone... amazingly) I attacked the first enemy i found, i killed a cannon then ran, used the shield batteries, then attacked again. each time my shields were full, i killed his entire main, and none of my scouts had any perminant damage. I was wondering if anyone else has tried this and how they did if they have?



None.

Sep 7 2010, 11:37 pm Aristocrat Post #2



It sounds like you are playing a FFA game rather than 1v1 Melee. On FFA, a lot of unorthodox strategies will work, but teching to scouts and using shield batteries would be impractical in an actual match, considering the cost of scouts and the need to get a fleet beacon to upgrade speed.

Scouts have terrible anti-ground damage. They have very, very marginal use in melee, and are used sparingly in PvZ due to corsairs being much more useful, and not at all in PvT because of the far greater versatility of Carriers. The only use of scouts is countering capital ship massers.



None.

Sep 8 2010, 2:06 am LoTu)S Post #3



This sounds like it would work a bit for island maps though. Then again most people would tech to unit drops instead of full air.
Quote
(everyone was duking it out and left me alone... amazingly)

This was probably the only reason why it worked. If you teched so quickly, it leaves you very vulnerable toward basic attacks such as an A.I 9 zealot death march :lol: If you're gonna micro with scouts, thats gonna be 12x8=96 dmg per strike. If you upgrade +1 that would be 108 dmg per volley, and a 360 air dmg per strike. So even though it's sort of a risky strat, it's not entirely bad if you use it right. I would say this would benefit mostly against zerg, since you can chase OV's with scouts while just expanding and cannon whoring outside with zealots. :p
Quote from Aristocrat
Scouts have terrible anti-ground damage. They have very, very marginal use in melee, and are used sparingly in PvZ due to corsairs being much more useful, and not at all in PvT because of the far greater versatility of Carriers. The only use of scouts is countering capital ship massers.

Actually if you use "The Stove build", Scouts can be a bit useful as worker harassment depending on what T goes, which is likely either a 3 fact vult, 1 vult tank, gundam, or some other anti ground form of build.



None.

Sep 8 2010, 2:09 am Aristocrat Post #4



If the Stove works, might as well go all the way and do the Royal Stove.

Legitimate build orders would probably help you more. Practice on the iCCup ladder.



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