Protoss archon weaker and more expensive in Brood War expansion?

By Adamukk, in StarCraft

In the Protoss Faction Sheets for the original "StarCraft: the Board Game", the cost for a Protoss Archon was 1 gas and the assist strength was +2. In the faction sheets for the "Brood War" expansion, the cost is now 2 gas and the assist value is now only +1. Is this correct, or is this an error? I have seen no comments regarding this anywhere and I find this surprising, since this rather significantly reduces the cost-effectivness of Protoss Archons.

I'm guessing this was changed to promote game balance.

Archons as they are in the original game are brutal!

Yes, it was stated several times in different occasions by the designers that they wanted to weaken the Archons.

Stefan said:

Yes, it was stated several times in different occasions by the designers that they wanted to weaken the Archons.

Impressive. I managed to completely miss that. Where did they state this? Where do I look for such information in the future?

I thought it was stated in the manual and here in the forums.

Make no mistake, Archons are still The Dankest of units. All of their cards come standard in the deck. With Ground/Air splash damage and High Templars backing them up, they are a force to be reckoned with. Plus, with the new Special Order Pool, you can drop an Archon in the frist game round. (Only under the right circumstances and only with Tassadar's 9 Worker Leadership Card.)

you need four build orders plus a research order to get an archon.

1.build order level 2 gateway

2. build order level 3 gateway

3. build order 2 templar

4. research order summon archon

5. build order merge into archon

How are you getting an archon on the first turn? the new special order pool lets you get three build orders on the first turn but that isn't enough for this.

blarknob said:

you need four build orders plus a research order to get an archon.

1.build order level 2 gateway

2. build order level 3 gateway

3. build order 2 templar

4. research order summon archon

5. build order merge into archon

How are you getting an archon on the first turn? the new special order pool lets you get three build orders on the first turn but that isn't enough for this.

1.build order level 2 gateway

2. build order level 3 gateway

3. research order summon archon

4. Special build order 2 templar and merge them

You are not allowed to build and merge in the same order.

Stefan said:

You are not allowed to build and merge in the same order.

are you sure ?

if that true then all of my friends playing it wrong for whole time T-T

You can Merge first and then build, in the same build order. But not build the units and then merge them, in the same build order.

To build the tech required unit (in this case an Archon) you need to have the required figure(s) (in this case 2 Templar) on the board prior to executing the build order in which you wish to create the Archon. Templar are not a tech required unit - only the Archon is.

So you need the two Templar already on the board from a previous build order. In later build orders the Templar are destroyed to build the Archon, and the figures are then available to be used in the remainder of the same build action. Hence you can then merge the existing Templar into an Archon (Destroying the Templar in the process and sending them back to units available to be built pile), and since tech required units are built first, you can then build 2 Templar since they are available from your pile, all in the same build action.

EMELT said:

You can Merge first and then build, in the same build order. But not build the units and then merge them, in the same build order.

To build the tech required unit (in this case an Archon) you need to have the required figure(s) (in this case 2 Templar) on the board prior to executing the build order in which you wish to create the Archon. Templar are not a tech required unit - only the Archon is.

So you need the two Templar already on the board from a previous build order. In later build orders the Templar are destroyed to build the Archon, and the figures are then available to be used in the remainder of the same build action. Hence you can then merge the existing Templar into an Archon (Destroying the Templar in the process and sending them back to units available to be built pile), and since tech required units are built first, you can then build 2 Templar since they are available from your pile, all in the same build action.

Where does it say that you can not build and merge in one turn? If you have a build limit of 3 (which you would have with a special build order) I don't see why you cant build two High Templars and then merge them.

The FAQ states:
“Tech required” units count towards the build limit the
same as a normal unit. Therefore, turning two High Templars
into an Archon counts as building one unit towards the
build limit.

It does not say that you can't merge in the same turn you build or that they have to already exsist on the board.

The relevent section is actually right out of the rules for the base game. The "Tech-Required" units section on page 38.

"... As these Technology cards state, to build tech-required
units requires the active player to destroy existing , specific
friendly unit(s) as an additional “cost” of building the new
unit. “Existing” means that a player can only destroy a unit
that existed on the active planet before the Build order
was executed.
Then, the new tech-required unit must be
placed in the area that contained one of the units that was
destroyed to build it."

The bolding is to highlight the relevent part.

And not to worry, most of us have learned this by somebody else pointing it out to us when we had no idea, usually at the most inconvienent of times too. preocupado.gif

Well, that certianly throws a more balanced look on Gaurdians and Archons. My bad. Good looking out EMELT.

Well, after 1v1 game yesterday (Aldaris vs Kerrigan), won with "Aldarchons!" tactics, I thnk that price and support value corrections don't make Archons weaker units, but just harder available to players.

Archons are especially deadly if you add Psionic Storm to them. Splash and endurance is their main strenght if you decide to use "Aldarchons!", because enemies wil surely get more numberous amies than you.

EMELT said:

The relevent section is actually right out of the rules for the base game. The "Tech-Required" units section on page 38.

"... As these Technology cards state, to build tech-required
units requires the active player to destroy existing , specific
friendly unit(s) as an additional “cost” of building the new
unit. “Existing” means that a player can only destroy a unit
that existed on the active planet before the Build order
was executed.
Then, the new tech-required unit must be
placed in the area that contained one of the units that was
destroyed to build it."

The bolding is to highlight the relevent part.

And not to worry, most of us have learned this by somebody else pointing it out to us when we had no idea, usually at the most inconvienent of times too. preocupado.gif

thx really much guy

now i turn to zerg side ^-^