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Protoss
Templar and Dark Archon D This a really good defensive strategy to back up your cannons. This is best used in a no-rush 15 or 20 game on a money map, but if it works for you in other games then good. After building some initial cannons for quick d, get a citadel and templar archives up and get a steady cashflow coming in. Then build about 7 or 8 templars(high, not dark) and make sure you research psi strom and the energy boost. As always plenty of gateways will make this go a lot faster. Also build about 5 or 6 dark archons, and again make sure you've researched mind control and the energy boost. Voila. Now youve got something to back up your cannons with. When your opponent attacks, use the dark archons to mind control the more expensive, powerful units(this almost always means carriers or cruisers). And since most enemies will always attack in huge groups, have your templars use psi strom to kill all of their troops. This doesn't mean you should skimp on the cannons though, or else theyll pour right into your base and you wont have a chance to do anything. But if you have a decent number of cannons, your templars and dark archons will take care of all the rest.
Zealot Rush : First you should start off by making only two probes at first. When you have probe #6 completed make a pylon and then make that probe get minerals. Build more probes until you have 8 probes by then your pylon should be done or almost done have the 8th probe make a gateway then after you build the gateway make that probe mine and make more probes. After about two more probes build another gateway and by the time that gateway is half done you will have enough money to order two or three zealots and a gateway to do it with. Note: This is a good rushing strategy, it might leave you vulnerable for a attack,
ZeaLot Rush 2 : You start out by building 7 probes and with the 7th probe you build a Pylon.With that probe continue mining and then get 1 more probe. When your pylon is done save up until you have 150 minerals. Then build a Gateway. Then build another probe and then build another Gateway. Build 1 zealot and then build another Pylon. With the Probe that built the Pylon begin to scout with him. Continue building Probes, Zealots and Pylons as necessary. When you have between 5 and 8 Zealots attack. If this fails you should have a ton of money and then you should build 2 more Gateways and begin to train Zealots from all 4 Gateways. As your Gateway's finish begin to pump out the Zealots from all 4 of your Gateways. With all of these Zealots coming out you are going to need a lot of Pylons. When you have between 12 and 24 Zealots go kill someone. If this fails (which I doubt it will) do not continue to go Zealots if it is obviously not working go for a different kind of unit, and watch out for an air attack, because that can be deadly. Begin by getting an Assimilator, and then decide what your unit your going to get from there. This is a great Strategy. In Brood War make sure you have some cannons in case of a Dark Templar and Lurker attack.
Protoss Fast Expansion Expand early safely. Start with 8 probes, then pylon, then gateway at 10. Then, instead of going for a dual gateway, go for another pylon. With your gateway, warp your first zealot. Warp a total of 3 zealots and 17 probes (population: 23/25), and send your 17th probe to expand at your natural. Continue warping probes and start a pylon down your ramp. Warp a forge as soon as you get 150$ (which should be at the same time or really near the time you build that pylon down the ramp) As soon as the pylon down the ramp is completed, warp two cannons there and put your zealots next to them. That way, you can block any mass zerglings attempt. Remember something: if you see him attacking before you have your 2 cannons, just get 4-5 probes down the ramp and use them with your zealots to fend off his initial rush. While still warping zealots, make 2 other gateways (and add more later too). Dont forget to warp many pylons meanwhile or you wont be able to deal with 2 nexus pumping probes and 3 gateways warping zealots. Here you can see how to place your zealots so you can easily block a mass zerglings rush. Start teaching while producing zealots out of 3 gateways (another similar strategy, which is XDs~Grrrr one, will doesnt include any cannons, will be explained soon, so dont worry about it.). It is good to warp two assimilator at the same time because youll need them for mass templars or whatever you decide to go. If you fear a hydralisks push, it is good to add one cannon or two up your ramp; it can really help against your fight against hydralisks, while you are waiting for templars or fast legs zealots. Get a citadel of adun as soon as possible and get the leg upgrade in a HURRY. Dont forget your templar archives. By the way, dark templars are bad against a zerg, but it is always good to warp one or two at beginning to help you kill an all out hydralisks rush since they are cloaked. They can also be good to scout zerg expansions and often kill them before zerg can send any detection to them. Still, dont make more than 2-3 because they are not effective against many zerg units. Then, you should have TONS of crystals. Its a really good idea to warp 3-4 more gateways (for a total of 6-7) to be able to kill zerg overwhelming forces. If you survived that long, the game should be a piece of cake, since a Protoss with templars, fast zealots and some dragoons is pretty tough to kill.
Dragoon Trap first you start off building a probe and mining minerals and keep building probes and a few assimilators . once you have a good uptake and have at least 500 minerals and gas on the side,build 2 pylons and a forge. Build one more probe and send it to a nearby expansion. Back at the main base get all the technology and build up on cannons. On year new expansion don't spend time on mining but get a line of pylons and a line of gateways. At the main base get mass goon technology and just fill up on resources. Pop out goons from your 5 or 6 gateways at the expansion. When they send an attack at your main base let the cannons take the men out and send your 70 or so goons to any expansions first to warn them. Then just bombard them with the goons non-stop. As your goons die down keep popping em out of your gateways until your enemy is defeated.
Reaver Drop : Begin by building 7 probes. With you start out by building 7 probes and with the 7th probe you build a Pylon.With that probe continue mining and then get 1 more probe. When your pylon is done save up until you have 150 minerals. Then build a Gateway. Then build another probe and then build another Gateway. Build 1 zealot and then build another Pylon. With the Probe that built the Pylon begin to scout with him. Continue building Probes, Zealots and Pylons as necessary. When you have between 5 and 8 Zealots attack. If this fails you should have a ton of money and then you should build 2 more Gateways and begin to train Zealots from all 4 Gateways. As your Gateway's finish begin to pump out the Zealots from all 4 of your Gateways. With all of these Zealots coming out you are going to need a lot of Pylons. When you have between 12 and 24 Zealots go kill someone. If this fails (which I doubt it will) do not continue to go Zealots if it is obviously not working go for a different kind of unit, and watch out for an air attack, because that can be deadly. Begin by getting an Assimilator, and then decide what your unit your going to get from there. This is a great Strategy. In Brood War make sure you have some cannons in case of a Dark Templar and Lurker attack. You start out by building 7 probes and with the 7th probe you build a Pylon.With that probe continue mining and then get 1 more probe. When your pylon is done save up until you have 150 minerals. Then build a Gateway. Then build another probe and then build another Gateway. Build 1 zealot and then build another Pylon. With the Probe that built the Pylon begin to scout with him. Continue building Probes, Zealots and Pylons as necessary. When you have between 5 and 8 Zealots attack. If this fails you should have a ton of money and then you should build 2 more Gateways and begin to train Zealots from all 4 Gateways. As your Gateway's finish begin to pump out the Zealots from all 4 of your Gateways. With all of these Zealots coming out you are going to need a lot of Pylons. When you have between 12 and 24 Zealots go kill someone. If this fails (which I doubt it will) do not continue to go Zealots if it is obviously not working go for a different kind of unit, and watch out for an air attack, because that can be deadly. Begin by getting an Assimilator, and then decide what your unit your going to get from there. This is a great Strategy. In Brood War make sure you have some cannons in case of a Dark Templar and Lurker attack. He 7th probe build a pylon. Build 2 more probes and with the 9th probe build a Gateway. Build another probe and with the 10th probe build an assimilator. Build 2 more probes and put both of them on minerals. When you have 200 build a Cybernautics Core. Then when your Assimilator is done take 2 probes off of your minerals and begin to get gas with them. Then build 2 more probes and put them both on gas. Keep building probes for minerals. Build 1 Zealot and begin scouting with it. Build another pylon and then get either 2 or 3 Robotics Facilitys, then a Support bay. Make sure you have enough pylons. If you get 2 Robotics Facilitys build two Reavers then one Shuttle. If you get 3 Robotics Facilites get 2 Reavers and a Shuttle (obviously). In the Support Bay begin upgrading to be able to have 10 Scarabs. As soon as your Reavers come out begin to build Scarabs. When your Shuttle comes out immediately load the Reevers in and then go drop them. If this fails I would suggest getting a total of 5 Robotics Facilities and expanding, if you plan on continuing to go Reavers. Then in 4 of the Facilities build Reevers and in 1 of them build Shuttles. This is a very deadly attack if you do it fast enough. (writen by Dkilla)
Cannon Rush (good for ladder games): 1. get all your probes at the minerals build 2 more probe and have the sixth one build a pylon (in your base) build 1 more probe have him go to Front door of the enemy's base (so there no why out) with out the enemy seeing you then back at the basethen the pylon is done build a forge after that have the prob at the enemy's front door build a pylon then win that's done build 4 cannons in a row (EX - - - -) wine thoughs are done build 4 more cannons in front of thoughs 4 now if you block the enterance you won because they will run out of minnerals in there base if its not a money map. now all you have to do is build more cannons and pylons in to his base tell hes dead ,but if he has a cannon, bunker, or sunk, get reavers. If you have to build one more base for minnerals. you might need to build more probs for minerals, But beshould that he cann't see your first 4 cannons, or he will kill them before there done. (writen by Dkilla)
CORSAIR TACTICS Protoss air fleets were expensive and slow to assemble. With the expansion pack came Corsairs, a light support craft that, in numbers, can really shell out damage. Corsairs are the cheapest air unit (excluding Observers), costing 150 minerals and 100 gas. Although more expensive than the Terran Wraith and Zerg Mutalisk, the Corsair is more heavily armored with a whopping 80 shields and 100 hit points. Corsairs also warp in extremely quickly (they only take 40 seconds to complete). Although their Neutron Flares cause only 5 HP of damage, the Corsair's fast attack-rate and splash damage make up for it. Perhaps the real value in Corsairs lies their special ability, the Disruption Web. This powerful spell costs only 125 energy to cast. It's effect? Disruption Web temporarily disables the attack capabilities of all ground forces caught in its area of effect. This includes all defensive structures (ie: Sunken/Spore Colonies, Photon Cannons, Bunkers and Missile Turrets). Disruption Web is researched at the Fleet Beacon, which is a price venture. However, its effects far outweigh its costs. Laying down five or six Disruption Webs is the perfect way to crack the defenses of a "turtling" Terran. Using Disruption Web as a defensive measure can protect friendly buildings from short-range enemy attacks. Casting Disruption Web is an excellent pre-cursor to nearly any Protoss attack. Use the spell against three or four Terran Bunkers. Move in with Dragoons and Reavers and clean up. The Terrans will be forced to pop their infantry out of their bunkers in order to move out from under the web, making them Reaver bait. Cast Disruption Web on enemy defenses allows Dark Templar to march into an enemy base unhindered (keep in mind the Dark Templar can't attack while under the web either). Disruption Web can also make for an excellent diversion or to sneak Observers into an enemy base. Corsairs equipped with Disruption Web are an integral part of a Protoss attack force, and should be used liberally. When using Disruption Web, be sure not to cast it on friendly units, as they too fall victim to its effects. If your units are caught under a web, m ove them out immediately. Also, upgrading the energy capacity of the Corsairs at the Fleet Beacon allows your units to cast an extra Disruption Web, which can be valuable if you use it often. Packs of Corsairs can be a real pain; their splash damage and fast attack-rate allows them to clean up packs of grouped air units very quickly. Early in the game, create five or six Corsairs and go Overlord hunting with them. Corsairs do well against all Zerg air units in general. Corsairs shouldn't be used against Battlecruisers or Carriers, though; their low attack strength can barely penetrate the heavy armor of the large flying behemoths. Instead, use scouts or Dragoons to mop up the larger enemy air units
Reaver Tactics Ok now, this i'snt an attack or build order or somethin' like that. It's jsut a tactic to use on maps with little resources in which a sionic storm can csuae you to win or lose. That kind of map. This is if you got for a quick Reaver drop and they have a Reaver too. Won't work too well if they have more than 1 Reaver. Well say you have the Reaver in you shuttle, ready to drop it, and you see they have a Reaver too. Taht means trouble because you won't get a lot done and just waste your money and time. Well here's a way to win the battle without getting hit by their Reaver and destroying theirs. Drop your Reaver jsut in range of a Reavers attack and let it shoot a scarab drone out at their Reaver. Theirs will shoot at the same time. Pick the Reaver back up in your shuttle the second it shoots the scarab drone out. You need to do this about 3 times to kill their Reaver, but it works very well. just remember you have to do this within the blink of an eye to pull it off correctly. This should only be done when they have a Reaver when you go to drop yours, otherwise they will kill your fast.
DARK TEMPLAR TACTICS Dark Templar are incredibly powerful units. They're on par with other Protoss units in terms of price, and they also display the incredible power associated with the high technology of their race. Like Observers, Dark Templar are permanently cloaked units. Despite being lightly armored, Dark Templar attack at a whopping 40 hit points of damage per shot, which is enough to kill a Drone, Probe, Zergling or Marine in one shot! Dark Templar are also available quite early in the game; their pre-requisite structure is the Templar Archives, a must for a good Protoss player anyway. Dark Templar are most effective when used early on in the game, before detectors have become readily availabl e. Dark Templar rushes can be devastating against an unprepared Terran or Protoss player, although the presence of Overlords virtually eliminates the chances of c onducting early Dark Templar raids a gainst Zerg opponents. For more information on executing Dark Templar rushes, consult the section on Dark Templar Rush Build-Orders. An excellent strategy to use against the Zerg is a combination of Dark Templar and Corsairs. Have a group of roughly five or six of each, and move them to an expansion where the Zerg player is attempting to expand. The Corsairs will be able to quickly kill any Overlords in the area, while the Dark Templar reek havoc on the Hydralisk and Zergling on the ground! A combination of Dark Templar and Observers is an excellent way to snuff out enemy burrowed positions that are guarding expansions. Think of the surprise an enemy Zerg player will experience when his Lurkers are suddenly ripped to shreds, seemingly out of no-where! If an enemy's defenses are too tight to penetrate, use a series of Disruption Webs and rush your now-protected Dark Templar through the defenses to the enemy workers. Against Terrans, cast Disruption Web on the Bunkers and send the Dark Templar in to quickly destroy the Missile Turrets (an easy task, as they have only 200 hit points). Use Dragoons to fire at the Bunkers and also to draw any Siege Tank fire from the Dark Tempalr. Against Zerg, simply Disruption Web the Spore Colonies and any defending Hydralisk. Use the Corsairs to clean up any air units (including the Overlords, the Zerg detectors), and follow with Dark Templar to finish them off. Use Dark Templar to guard expansion locations and key choke points. For extra defense, back them up with a pair of Dragoons (for anti-air) and an Observer (for detection). Even if you loose a Dark Templar, your opponent will become very paranoid. He'll neither expand quickly nor leave his units out and about. Position a handful of Dark Templar on Hold outside your base. If enemy Siege Tanks or Reaver approach, your Dark Templar will be able to dispatch them without any hassle. Also, taking care of attackers from two sides means they have nowhere to retreat. Dark Templar aren't as effective against the Terrans, since they have the ability to conduct a ComSat sweep at will. If you see the characteristic sparkle of a ComSweep, retreat your Dark Templar until the effect has worn off. Successive attacks with Dark Templar, however, will quickly drain a ComSat's energy. The only way to stop Dark Templar is to have detectors near so that your units can target them. Casting Ensnare or Plague will make them visible to your units, as will attaching a Parasite. Psionic Storm affects cloaked units too. Another way to kill them with splash attackers (ie: Siege Tanks or Reavers) is to run a low-tech infantry unit, such as a Marine or Zealot, towards the shimmer of the cloaked units. Target the friendly units with your heavy attacker, and the splash damage will hurt the Dark Templar too. (Note that this tactic can also be used to snuff out enemy Gh osts). Spider Mines are also able to target Dark Templar.
TAKING OUT THE TERRANS OR ON The Terrans are most vulnerable to Protoss units during the early game. A rush is the best way to crush a Terran opponent. Rushing with Dark Templar is a quick end to the Terran, but only if he neglects investing in detection. The scouting Probe is crucial when deciding what to rush with. Zealots are your only option if detection is going up. They do especially well if they can attack before many Medics or Firebats have been produced. Regardless of your rushing unit, try to avoid defenders and hit the workers first. Even if you loose your initial assault team, their economy will be set back to the point where you can out-expand and out-tech them. If you succeed in ravaging their base and they lift their buildings off, that's ok. They've been crippled, and should be easy to clean off with Scouts or Dragoons. For details of executing an early rush with the Protoss, refer to the sections dealing with Dark Templar and Zealot rushes. Dealing with Terran Infantry Expect trouble if a Terran opponent is producing a lot of infantry. StimPacked infantry are devastating against the Protoss, especially when Medics are around to heal them. Because Zealots are melee attackers, stimmed Marines can simply bolt away, turn, and resume firing. Firebats are Zealot's worst nightmare; they cause the same damage as a Zealot (16 HP of damage per blast), and can also damage multiple Zealots at a time. When stimmed, Firebats can clean off a pack of Zealots and bolt forward to take on more. Medics accompanying the infantry swarms can be a big problem, especially when they're healing Firebats. Reavers and Dark Templar are the best defense against a mass of stimmed Terran infantry. A couple of Reaver blasts can turn the tide of a potentially lethal attack; large numbers of infantry can be slaughtered with ease. Later on, Psionic Storm will solve your infantry problems If you see that a Terran is neglecting air defense for masses of infantry, hit him with a Reaver Drop. Not only can you wipe out the SCV's, but the attacking force as well. Consult the page discussing Reaver drops for ways to effectively perform this maneuver. Dealing with Siege Tanks Siege Tanks in Siege Mode are able to shell positions outside the range of defenders, and can be a real pain to a Protoss player. Be sure to have Observers scouting positions from which a Siege Tank assault can be launched. Putting Dark Templar on hold outside your defenses can be an excellent way to dispatch of Siege Tanks before they've even set up. Researching Zealot Leg Enhancements at the Citadel of Adun is important so that Zealots can rush out to take care of attacking Siege Tanks. Unfortunately, an intelligent Terran player will escort his tanks with infantry, limiting the use of Zealots. Perhaps the best way to take care of a Terran land force is with the High Templar's Psionic Storm. Positioning High Templar on ledges above a choke point gives them excellent range for such a counter-attack. Carriers also work well, as they have an increased range.
Dealing with Siege Tanks Siege Tanks in Siege Mode are able to shell positions outside the range of defenders, and can be a real pain to a Protoss player. Be sure to have Observers scouting positions from which a Siege Tank assault can be launched. Putting Dark Templar on hold outside your defenses can be an excellent way to dispatch of Siege Tanks before they've even set up. Researching Zealot Leg Enhancements at the Citadel of Adun is important so that Zealots can rush out to take care of attacking Siege Tanks. Unfortunately, an intelligent Terran player will escort his tanks with infantry, limiting the use of Zealots. Perhaps the best way to take care of a Terran land force is with the High Templar's Psionic Storm. Positioning High Templar on ledges above a choke point gives them excellent range for such a counter-attack. Carriers also work well, as they have an increased range. Arbiters can effectively extend the range of your defending units. Position an Arbiter just behind a line of defensive Photon Cannons. Reavers can now be put on hold outside the cannons and within range of enemy Siege Tanks. The Reavers cannot be targeted by the tanks unless a ComSat sweep is conducted. Note, however, that the Terran cannot see the Arbiter positioned behind the Photon Cannons; the only way the Terrans will know of the Reavers is after they've attacked, by which point the Terran forces should be destroyed. As a cheaper and lower-tech way of getting rid of Siege Tanks, take advantage of their splash attacks. Load a Shuttle with a few Probes. When Siege Tanks attack, fly the Shuttle out and drop off a Probe next to a tank. The other tanks will attack the Probe, splashing damage onto each other. This tactic works extremely well, and costs only the price of the Probe. It can, however, be countered easily enough with a few infantry to intercept the Shuttle.
Dealing with Wraiths Cloaked Wraiths can be trouble for a Protoss player. It's important establish a perimeter of Photon Cannons to detect and attack cloaked Wraiths, especially around your worker line. Photon defenses can be rushed with enough Wraiths, though, so be sure to station a pair of Observers inside your base. A complete web of Observers over the map is also very important to counter Wraiths. It's difficult for a Terran player to effectively hunt out Observers, so your Scouts and Corsairs can rule the skies without fear of being ambushed by a pack of cloaked Wraiths. Dragoons are powerful against air units, but are only able to bring down Wraiths if the detection exists.
Dealing with Battlecruisers Battlecruisers be troublesome for a Protoss player, especially considering the fact that their Yamamoto Cannon can destroy a Photon Cannon in one shot. The best way to deal with these behemoths is to use the High Templar's Psionic Storm. Two or three Psionic Storm attacks will whittle away most of a BattleCruier's hit points, after which your Scouts and Dragoons can finish 'em off. Backing up your defenders with Shield Batteries will help prolong their lifespan against the slow-firing Battlecruisers. Corsairs and Carriers are useless against Battlecruisers; they can't penetrate the Cruiser's +3 armor. Corsairs and the Carrier's Interceptors only case 5 HP of damage, so even slightly upgraded Battlecruiser armor will be impermeable to attack. Also, the Yamamoto Cannon makes quick work of a Carrier. The best way to prevent devastation from enemy Battlecruisers is early detection by Observers. This will allow you to organize a good anti-air defense to dispatch them.
Dealing with Science Vessels Perhaps the most devastating weapon the Terrans have against the Protoss is the Science Vessel's Electro-Magnetic Pulse shockwave. An EMP attack wipes out all shields of units and buildings caught within its blast-radius. Also, any special-ability units such as High Templar, Dark Archons and Corsairs will have their energy drop to zero. EMP is especially devastating to Archons, whose defenses are comprised of almost entirely shielding. Be sure to have Shield Batteries on hand whenever Science Vessels are near, and try to avoid bunching of units. Science Vessels should be the highest-priority target for a Protoss player. Get rid of them immediately! Not only can they cast EMP and reveal your Observer's positions, but they can Defensive-Matrix friendly units and irradiate High/Dark Templar! The best way to take care of Science Vessels is with Scouts or Dragoons. Both have relatively high HP and no energy, so the effects of EMP will be minimal. Also, they are both impermeable to irradiate. Successfully Mind-Controlling a Science Vessel is a risky maneuver, but pulling it off yields high rewards. Also, Feedback is an excellent way to prevent a Science Vessel from using its abilities (and probably destroy it in the process).
Dealing with Ghosts The Ghost's Lockdown spells death for a Protoss air force. The best way to prevent high Carrier/Scout losses is to dispatch the Ghost before he can Lockdown your units. As always, a web of Observers is very important for cloaked detection. Using an Arbiter, casting Stasis over a locked-down unit will protect it until the Lockdown wears off. Protect Reavers from Lockdown with Archons, which are impermeable to its affects. Dark Templar placed on hold a short distance out from a base's perimeter will also kill Ghost's quickly. - Legacy Network Forums - vapor Interview - LustedSmurf vs [iM]Fennec Recorded Game - Real StarCraft Tournament - Deception Review How many times will Xenon quit? Three more times. Fourteen more times. Twenty Five more times. One Million Times. A ridiculously large number. VIEW RESULTS
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