Que: Cloaking, withdrawing and lockdown...

By artemis8, in StarCraft

Recently I encountered following problems:

a) In one area of the 2- area planet a skirmish occurred between 1 Archon and 2 zerglings. In the other area (of that planet) there was a Protoss base (but with no units). Unfortunately protoss could not use Observers (for detector), because he did not save 1 gas for it. Zerglings logically could not destroy the Archon, but played Burrow. Archon played its (own) card with ground splash damage, but due to burrowing I guessed, that:

1) FLU zergling used cloaking to survive and withdraw to area with the Protoss base (i think he could, because it was empty).

2) Supporting zergling was killed due to Archon splash damage (though the FLU zergling was not destroyed thanks to cloaking, but he could be)

3) Archon prevailed but the base was lost, because there was (on that planet) not any remaining mobilise order.

Was I right?

b) on the technology card Lockdown is written: "Following units (...list) lose in a skirmish their air and ground attack abilities. " Among those units is also mentioned Science vessel. But it does not have any attack abilities. Does it mean using its reinforcement cards (EMP shockwave, Irradiation,...)?

c) Is the only difference between withdrawing (due to cloaking) and retreating (due to overstacking or a defeat) only the fact, that if withdrawing you may do it only to an (empty or friendly) area on the active planet?

I think the zerglings can not withdraw to the area where the enemy base. An empty area, is one that no contains enemy units or bases! If the withdraw can only be done on the active planet, the units are destroy, because there are no more space!

I think the Archon can attack direct the support unit, due to the capabilities of attack! Let me explain: When a Zealot is faced with a Wraith as FLU and a Marine as support, the Zealot can not attack air, but if by land, so... he can attack the Marine! As we have Cloaking at stake, this may not apply, so I agree that the support unit is destroyed with Splash Damage!

My experience in the PC game, said that the statement of Lockdown on Science Vessel is correct. But in this game ....... Chotto!

Also, Lockdown only can be apply on FLU, and the Science Vessel commonly is a support unit!

Artemis said:

Recently I encountered following problems:

a) In one area of the 2- area planet a skirmish occurred between 1 Archon and 2 zerglings. In the other area (of that planet) there was a Protoss base (but with no units). Unfortunately protoss could not use Observers (for detector), because he did not save 1 gas for it. Zerglings logically could not destroy the Archon, but played Burrow. Archon played its (own) card with ground splash damage, but due to burrowing I guessed, that:

1) FLU zergling used cloaking to survive and withdraw to area with the Protoss base (i think he could, because it was empty).

2) Supporting zergling was killed due to Archon splash damage (though the FLU zergling was not destroyed thanks to cloaking, but he could be)

3) Archon prevailed but the base was lost, because there was (on that planet) not any remaining mobilise order.

Was I right?

b) on the technology card Lockdown is written: "Following units (...list) lose in a skirmish their air and ground attack abilities. " Among those units is also mentioned Science vessel. But it does not have any attack abilities. Does it mean using its reinforcement cards (EMP shockwave, Irradiation,...)?

c) Is the only difference between withdrawing (due to cloaking) and retreating (due to overstacking or a defeat) only the fact, that if withdrawing you may do it only to an (empty or friendly) area on the active planet?

You got it wrong.

1) The Zergling cannot withdraw in the area containing the base, because it is not considered empty. Same goes for attacking multiple areas with a mobilize order: the "one battle per order" also counts for bases.

2) Yes.

3) No, see above. But the Archon prevails.

b) As I see it, the Science Vessel looses something it doesn't have. That maybe just a printing error. It can play the reinforcement cards.

c) Yes.

Regarding 3.c) You might consider the timing an important difference (but I'm not sure if this is what you were asking about).

Withdrawls are immediately resolved during the skirmish in which the relevant unit knows it will be destroyed by sufficient strength (and is as you pointed out, limited to moving only on the active planet).

Only after all skirmishes have been resolved, and splash damage has been applied, is the retreat resolved (and is limited to one area of the active planet OR one area of an adjacent planet that you have a transport permitting movement to).

Thanks Stefan and EMELT for your clarifications:

a) I thought that "emptiness" of an area is measured by a presence/un-presence of units (not by presence/un-presence of a base).

b) Good pointing out at timining between a withdrawal and a retreat - I did not notice it till now happy.gif .