WGTour.com protoss strategies list (part 2)
All
these protoss strategies are from WGTour.com, except MarshallFaulk's strat is
from some where. I have not ask permission from them, I hope they dont mind. I
put all the credit for all the authors, if any authors dont want their strategy
listed here, please email me, I will delete your strategy.
11/27
MarshallFaulk's Protoss Strategy Guide [ B ]
11/27 Bifrost
T&P vs any race by Manners [ C ]
11/26 Funky
PvT. by Sh[A]dow-Song
11/20 PvZ on
Island map by nl-FearSome
11/18
Starcraft Psychology by 03.SoJu
11/14 3 games
toss vs zerG by nl-FearSome
11/09 Nifty
PvT by GoSu)QuiKSilveR
11/07 PvT Unit
stratagies and micro tips. by Changes
10/29 PvZ
Basic strategies by PRobee
10/25 PvZ
Fast Expo Part 2 by GoSu)QuiKSilveR
10/24 PvT get
that wall by aGrrresiV
10/24 P v T
Double Robotics Rush by yusuktoo
10/23 PvP,
Mech by tN.DieSeL
10/23 My PvT-
Standard by GiFtEd.ToSS
10/12 Reavers
Reavers Reavers!!!! by GoSu)QuiKSilveR
10/12 General
Tips And Strategies by Troku
10/14 The art
of expansion by Jimram007
09/03 PvT
good oldfashioned style by MTG890
09/06 PvT
harras to fast dt drop with mas... by Changes
09/10 PvT
Scout Rush into Arbiter Rush by MiStY
09/17 Protoss
Evaluation by Eth
09/17 Protoss
vs Terran by Eth
08/06 Reavers
in PvP by WhyMeOhGodWhyMe
08/23 PvT
Anti-Gundam Rush by CrazyCrazySCV
08/23 PvT -
Advanced Early Play by Reno
07/10 My
Protoss Vs Terran Part 1 by eR)RaY
07/04 PvT
Rush Strategy by FoZzY.
07/13 PvT
Fast CC Counter by MeTaLLicA
07/14 AniMe's
APM/Multitasking guide. by Ada-
06/29 PvT
Drop Darks by uN]TolosA
06/26
Hallucination: A forgotten Treasure? by Zherak_Khan
06/22 PvZ
Cannon push against fast exp by Belcebubulis
06/20 1v1 PVP
dts by 1ArmedMan
06/19 Art of
PvP by GuMMiBeAR
05/30 pvz
zealot/corsair/reaver strat by dildohead
05/07 here
goes early-end pvt by ThaMediC
05/12 PvT DT
Drop by SeXMachine
05/13 PvZ vs
early exp zerg by 40BelowSummer
05/14 PvZ: 9
Pool by i.sKy)Syntax
05/14
Harrasment. by i.sKy)Syntax
05/18 PvT -
Scout/Reaver strat by CopLin)Shayy
05/23 Dark
Templar Rush by Phernando
05/27 P v T
strat by loki®
05/28 Classic
Reaver Drop by Phernando
04/19 The
high templars by SSj_HyDra
04/21 PvT --
Annoyance and Containment wi... by Centi
04/21 PvP
Strategy Options by eSsentiaLs
04/22 Some
Tech Here by YURKA-
04/22 PvZ
Strategy by eSsentiaLs
04/22 PvZ
(Reaver Micro) by 1ArmedMan
04/23
Advanced Suttle Micro by Centi
04/26 Miss
Used Dark archon by LikeWater
04/28 Protoss
defense by SSj_HyDra
11/27 MarshallFaulk's Protoss Strategy Guide
[back to
strategies list]
First of all, I don't really care what you think of me; so if you don't like
me, don't read this. If you think I suck, or I'm stupid, or both, don't read
this. I'm not writing this for the people who are going to message me on battle
net saying "Your strat guide blew, you suck." So either, don't waste your time
with this, or leave me alone if you didn't like it. Also, this strat guide isn’t
going to teach you to be “gosu,” it may not even make you a better player, but
you just have to realize that a lot of the things in here are based on speed,
and intuition, I don’t know how much I could emphasize speed for it to make
sense to you unless you actually go to a live event and watch somebody who is
fast play. This guide isn’t aimed towards top players; it’s more at the level of
average Bnet “X17er.”
I'm going to try to cover every aspect of Protoss on several different maps,
my preferences on openings and such...I don't have a whole lot of experience
considering I've only been playing this game for nine months, but maybe I know
something you don't.
For reference, I don’t know whose going to read this, so might as well make sure
everybody understands what I’m saying…
PvP = Protoss vs Protoss
PvT = Protoss vs Terran
PvZ = Protoss vs Zerg
Natural = First expansion outside your main
2nd Natural = Second expansion outside your main, usually mineral only
Dragon = Dragoon
Robo = Robotics Facility
Obs = Observer
Zeals = Zealots
Cyb Core = Cybernetics Core
Fact = Factory
CC = Command Center
Port = Starport
USEast = Battle.net server
Psi storm = Psionic Storm
Rax = Barracks
Lings = Zerglings
Hydra = Hydralisk
Ultra = Ultralisk
Muta = Mutalisk
Guard = Guardian
Lurk = Lurker
Sair = Corsair
I had a big intro here about everything I was going to cover, but I decided
all that stuff is too much work, so I am just going to go with what I’ve got, so
I’m just going to delve right in, hope this helps…
PvP
The most important thing in this match-up is to get your probe in their main,
and use waypoints (shift commands) to keep it alive while you continue to build
in your base. This is extremely important because in order to counter your
opponent's build; you need to first know what it is. If I'm playing someone who
opens with a zealot rush, I will put my 2nd gate down right after I get my
cybernetics core, and produce zealots from the 2 gates until I have 2-3, the
protoss may already be rushing with their first one, that most likely means he
will go for your probes, in that case you just need to keep his zeal away from
your probes, losing just 2-3 can hurt u very much early game, another thing you
will want to do is put down a shield battery. My style is very defensive, I play
every match-up defensive because, well, it's probably the safest thing to do,
and also I just despise cheese =[. But anyway, if you are playing 12/3 PvP
always 2 gate before core because if you 1 gate you will lose to a zealot rush
every single game, I've tried to explain that to many people after I beat them
with a zealot rush in that position, it doesn't seem to stick. Otherwise 8 pylon
10 gate 12 core is usually fine. Okay from the point where you have the probe in
their base scouting, the other guy has a choice, he can either do 1 of a few
things, those being....
1 gate DT rush
1 gate robo/reaver rush
1 gate robo tech/DT drop
2 gate Robo/reaver
3 gate dragon
Or if they are crazy...4 gate zealot
Note*In all of these builds, dragon range is being upgraded right after the
first dragon is built* If your probe is too slow scouting to get up the ramp in
time, that means you need to do a 1 gate robo build and fast observer because if
you have no idea what he is doing, you will have no way to counter it, otherwise
your probe, if you micro it right should stay alive until he gets his first
dragon, by that time you should be able to tell if he is going to 1 gate robo, 2
gate robo, or 3 gate. If I see a 1 gate robo build on temple, I will put down 1
gate and a robo as well, and expand right away to my natural. When a protoss
does that build, it leaves them very weak, and if they were to attack me I would
be able to fend off their 3- 4 dragons with my units and probes. Another thing
you have to worry about is getting your reaver very fast, 1 shield battery and a
defensive reaver help tremendously in a PvP choke battle. As long as you get
your reaver out fast enough you should be fine. From that point I would put up 3
canons, or just leave 3-4 dragons at each nexus in fear of a reaver drop. You
should not stop building probes the entire game, that is until you hit about 170
supply or so, I don't think I've ever had a PvP game go that long...Observers
are the next most important thing, right after you get your first reaver you
will need to get obs, if the other guy decides he's going to switch to DTs, or
if he tries to double expand in counter, or if he leaves his minerals wide open
to a drop, these are all things you need to be looking for. Mining from your
main and your natural you should be able to keep 7 gates and a robo moving non
stop. If my probe doesn’t see a robo, or can't determine what the other guy is
doing, I will do a defensive 1 gate robo build, and get observers ASAP. From
that point I can counter whatever he does with the builds I am about to tell you
about.
1 gate DT rush
This is probably the weakest, and easiest to beat PvP builds...If I see 1
gate and a citadel going down, I will play defensive, and 1 gate robo to
observer....some protoss will try to trick you, and get the citadel down just
for zeal speed, and come in with 12 speed zeals...either way your 1 gate robo
build is going to overpower him, because right when you get your obs and you see
his base full of zealots, all u need to do is get 2 reavers and produce dragons
nonstop from 2 gates. Another thing that is very important which u must remember
is that if you suspect a DT rush, never search the other guys main with your 1st
observer. I have made this mistake many times, and left my base empty with no
detection, always scout your opponents main with your 2nd observer, and leave
yours at the front. Leading off of a DT rush up the middle would be a DT drop.
1 gate DT Drop
You already suspect a DT rush, you have your 1 gate robo build already up,
and have probably added your 2nd gate by the time your 2nd observer gets to his
main. Then you see not only a Citadel, and Templar Archives, but a Robotics
Facility is warping in. In most cases he will have no expansion, if he did that
DT drop would just be a decoy, which means you know he's going to be coming with
DT's. The most logical thing to do is build another obs, and place it over your
nexus and minerals, and send all of your dragons except 1, who is blocking the
ramp in order to keep scouting probes out, to protect your nexus. If you decide
to get observer speed, you could use your obs and follow his shuttle as it
leaves his base in order to pick it off as it heads for your main, or you could
just sit back, and canon up with a slow expand. Pretty much as long as you stop
his DT drop, you should have no problem winning the game, the other guy will be
so weakened from all the tech that he won't be able to keep you from expanding
and powering 7 gates.
1 gate reaver drop
Versus this, a fairly common strategy, I will put down my 2nd gate very fast
and build dragon primarily, and a slow robo build. This is in order to be
defensive against the 1 gate robo. Since I know they are going to be having a
reaver very fast, I know they are going to have a choice to either attack, drop
the reaver, or expand with it. If they attack, you should be fine as long as you
hold position on your ramp and don't allow them to use an obs and a reaver to
push up it. By the time their reaver is at your main, if they are attacking your
reaver should be done. If they expand, that is your cue to expand as well,
because a defensive reaver will always defeat an offensive reaver, you will lose
if you don't expand fast enough to keep up with him, and you will lose if you
attack. The only other option is a reaver drop. I do this in pretty much every
game, place a probe at my opponent's entrance, usually by the natural minerals,
then I place 1 dragon at my ramp, and use the rest to defend the reaver drop,
that way you know if they are attacking, or expanding. If not, that usually
means drop. Use your dragons to kill it, then use observers to determine if you
can kill him, if not, you should expand, and power 7 gates.
3 gate dragon, or 4 gate zealot
The same strategy applies to both of these, I wouldn't recommend doing this
unless you have very good reaver control, I don't, but it’s a very fun strategy
to do, plus it eats these builds. Place your pylon at 8, gate at 10, gas at 11,
cyb core at 12, first robo right when u get the gas, be producing dragons non
stop from that one gate, put your 2nd gate down right after your first robo,
just like a 2 gate robo build, then get a reaver bay, and get 1 reaver. From
that point he should have either a bunch of dragons, or a bunch of zealots,
either way with 1 reaver and 5-6 dragons you can hold your ramp fine. Then put
down a 2nd robo, I usually won't build a shuttle until I have 3 reavers, I don’t
mind taking the time to walk them out because it will allow me to expand if they
already have. Just keep producing 2 gate dragon and 2 gate reaver, don't forget
the +25 scarab attack upgrade, or the shuttle speed, they are both very
important in this build.
General Strategy
A few other important things about PvP are watching for canons on your
natural ledge, or dragons dropped on your natural ledge, protecting your
minerals, this is most important in the 9 position considering both of your
naturals have the same ledge. Using ledges in dragon versus dragon battles is
extremely important as well, in the 3, 6, and 9 positions I will place 2 dragons
on the opposite ledge, behind my minerals in order to get in extra hits vs 3
gate/2 gate dragon builds where I get attacked, as well as placing dragons on my
ledge above the cliff...Ledges make a huge impact on the outcome of this
match-up. Dragon suicides to kill nexii are another thing that you need to be
judging on situation, the way I look at it is if I can kill the nexus, and lose
no more than 4-5 dragons, then it was worth it, if you have to take your whole
force and suicide it on a nexus only to lose your entire force, you are going to
lose your nexus when the other guy decides to attack. I recommend carriers late
game, although I have never actually used them in PvP because I usually end up
using mostly zealots late game, if you have the time, or if you snuck an
expansion to an island, it is very feasible to do 2 stargate carriers while
holding your main. Another thing I see many protoss make mistakes with is mid to
late game...25 minutes or longer...I will be losing a game by an expansion for
quite some time, and realize all the other guy is building is dragons, he’s got
a lot because he's pumping from 10 gates, but I realize that if I mix my zeals,
dragons, and 2-4 reavers I can destroy his entire force, just a few zealots
added into the mix can also divert reaver damage in a dragon/reaver battle, and
it takes a lot of hits for a dragon to kill one zealot. Try not to make the
mistake of forgetting zeals at this point, it is imperative to winning the game.
One other trick I have picked up, which is kind of funny, that is, if your
opponent has 1 zealot holding position on the ramp and you can’t get up, place
your probe at the bottom of the ramp, and press stop, the probe will start
attacking the zealot, and the probe will be out of zealot range, that way the
zeal has to move, and you can go back down the ramp and run around him.
PvT
This is by far my strongest match-up, of course, since it is the easiest for
Protoss. The way I’ve learned to play PvT is completely systematic. I win
probably 90 percent of my PvT games, and I win them by following the steps I’m
about to show you. Just like in PvP it is very important to get a probe in the
Terran’s base, although if you are late to scouting or he blocks his ramp in
time, you won’t be able to get in, in that case I do a 1 gate robo build and
tech right to observer. Otherwise if you get the probe in the base, half of the
time you will be able to keep it alive using waypoints until you can tell which
one of the builds the terran is going to do, those being:
1 Fact CC
1 Fact Port
2 Fact
or hidden infantry
95 percent of the time terran will open with one of those builds, they
really don’t have that many choices. Anything else they do is probably too risky
and you should take them down easily, but let me get started on the counters.
1 Fact CC
Most of the time it is very obvious a terran is doing this, even if you don’t
have an observer. Pretty much every game I open with a 1 gate robo then add a
2nd gate soon after, unless they do a sort of a 2 fact build, but I will get to
that later. In my opinion, the fact cc build is the easiest to beat, I think
I’ve lost to it maybe twice in the last 3 months. When your observer scouts a
fact cc, you should automatically expand twice, to your natural, and your 2nd
natural(mineral only). I usually won’t have more than 2 gates until I have every
nexus building probes. I usually hotkey my nexii to 0, 9 and 8 in order to keep
constant probe production, because that is very important in this build. By the
time you have both nexii running, you need to have a shuttle, preferably with a
few zealots if he decides to tank drop, which your observer will be able to
scout in most cases, and you need to get a forge and put 2 canons by each nexus
in order to defend from vulture raids, that is unless you have an observer over
his units and see nothing but tanks, in that case I would forgo the canons and
tech straight to templar, although the biggest problem with this build is being
able to mass fast enough to stop the terran’s initial attack, a lot of the times
I lose my 2nd natural because the terran just has too much, but by the time that
happens I will usually have about 10 gates building nonstop zealots, although
you can tell how much money you have, you need to be adding gates as your money
allows, I understand that some players are not as fast as others, which is why
they will have less gates and so-forth. The mindset I am trying to get you in is
that after you double expand and the terran fact cc’s, his choices are either
vulture raid, tank drop, or a strong push. You are going to have to use your own
judgment in determining which they will do, when I am playing a top USEast
terran, I will usually defend all of them and power slower because they could
pull anything. You are going to have to experiment with adding gates, but I
could talk about how many you need, and when you should and shouldn’t build
gates for hours, it is just something you will have to work out on your own. But
now, the key to defeating the fact cc, while I am powering and building more
gates, I tech to templar archives, and upgrade psi storm right away. I pop out
three templar, load them in a shuttle, I probably have about 3 placed
strategically around the map in order to defend incoming drops, and I put one
zealot in, and head for the terran natural. If a terran fact CC’s, and you can
storm drop them successfully, you won’t lose unless you do something drastically
wrong. The 12 position is probably toughest to do, so there I enter from the top
right of the map, run the shuttle through, and if they have any turrets up at
all, I will just suicide the shuttle, because it’s worth those 3 temps and a
zealot to kill all his SCV’s. I always drop the zealot first in order to draw
fire from siege tanks, then the temps, and you have to be very quick, when I am
dropping I will usually just click the unit profile instead of telling the
shuttle to drop, because in that scenario it is harder to grab the templar and
press T (hotkey to storm) with the shuttle in the way. Storm as many probes as
you possibly can, and if you are able, get the shuttle out alive. At the 3
position I enter from the water area and drop up on the ledge and storm from
there, most terrans will have a barracks floating and tanks positioned to defend
it, which is why the zealot is so important. At the 6 position, it is pretty
much the same as 3, you can usually get a better storm if you drop the templar
on the ground near the minerals, although I usually lose the templar before I
get a storm off, this is another thing you will have to experiment with, shuttle
speed is pretty important if the terran is expecting it. I have played games
where the terran built turrets on the ledge above in order to keep shuttles out,
I just suicide my shuttle in that case, speed helps tremendously even though in
a lot of my replays you will see I have neglected to upgrade speed =[. The 9
position is also tricky considering you can’t storm much from the ledge, I
always try to get the templar down on ground level because you really can’t be
successful unless you get a shot from there. If you haven’t won the game from
there, and the terran continues to turtle, I recommend to storm drop again about
4-5 minutes later, and to keep doing it as much as the other guy will allow,
what can he do if he has no SCV’s? Nothing but build more.
1 Fact Port
I play against this somewhat the same way I play against a 1 gate reaver
drop. Always 1 gate robo with fast observer against this, in a lot of cases it
can help pick off the dropship before it gets to your minerals. On temple, most
terran players will open with 2 tanks and fast siege when doing this build, but
every once in a while they go for vultures, either way you should have what it
takes to stop it. Producing dragons off 1 gate get a shuttle after you have 3-4
depending on your mineral count, I am not a build order player so I usually have
no idea what probe number I’m at once I get to some point, when I get the money
I build the stuff, it’s as simple as that…Well anyway, a lot of terran’s are
going to try to be like boxer and do the dropship trick where they hide the 2
tanks in your base, then send the dropship to another side to make your dragons
follow it. If I see a dropship just hovering around my main, I will never go
after it because a terran is in a hell of a rush in trying to kill your probes
with the tanks. I always leave my dragons near the mineral nodes no matter what,
you should do the same. Also building pylons on the outskirts of your base are
good in detecting drops coming in. Once you have fended off the vulture or tank
drop, you are going to need a shuttle very fast, and an expansion. Terran is
weak after failing at a fact port drop, so you will have plenty of time to
expand and power before they attack. There is no reason that you shouldn’t be
able to stop the drop, if they get more than 5-6 probes, and they are a good
player I wouldn’t continue playing because you have lost. There are many
different things you could do from that point, but I don’t want to get into all
of them, so I will just go from the point after you stop the drop. Like I said
before, a quick expansion with a shuttle and a few zealots. The terran is either
going to expand, put down another fact and power a 2 fact push, or continue to
attempt dropping, a good terran will be able to do 2 of those things, in most
scenarios I will continue to power my 6 gates, which I just put up after I get
my expansion running. I usually will contain a terran with about 8 dragons up
until I see him moving out of his main with one of my observers, the second
biggest part to PvT is attacking the terran before he gets set up, he is weakest
on the move, which is exactly when you want to attack. As he is moving out, it
would be good timing for your first storm drop on his natural, if he has not yet
taken his natural, use your templar to storm his tanks as he is moving out, if
you have an expansion and he doesn’t, it’s not worth wasting the storms on his
main since you have the advantage economy wise already, and have probably a bit
fewer units. One thing that differs from player to player in PvT when you get to
the best players in the world, some are primarily dragon users versus terran,
and some are primarily zealot users. I have been told I have no skill because I
use zealots rather than dragons, which sort of proves to you how much more they
own in most cases. The thing I dislike most about using dragons is their
inability to attack a sieged terran force. If the terran is pushing the middle
very slowly, and powering and reinforcing the push, with 80 percent dragons you
aren’t going to be able to stop that, it is just too powerful with mines mixed
in. I tend to build no more than 6-8 dragons in any game, if I don’t know the
map too well I will lean more towards 12-16 just in case of a terran making a
mistake, rendering them defenseless against a flank. But I will talk more about
micro once I get out of the counter section.
2 Fact
I guess this would be the toughest build to beat just because even if you do
the right build, you can still lose the game to a good tank pusher. When I see
terran doing a 2 fact, I have a choice of a few builds to do against it, the one
I do the most goes like this…gate, cyb core, gate, robo, observatory. I then get
a shuttle immediately after my first observer, and after my 6th dragon is built
I get 4 zealots real quick, right after your first 2 zealots are done is
probably when he will decide to attack, that is when most attack me, I will
usually contain them with my dragons and make them push slowly until I can get 4
zealots in my shuttle to drop. From that point I look at the situation with my
observer and determine if I want to continue to power and make him push slow, or
to make an attempt at pushing him back right there. I will usually wait until he
unsieges to move forward, then I will drop the zealots near the tank which is
farthest away, and send my dragons in simultaneously. As long as your micro
isn’t horrid, your attack should kill most or all of his units. Pretty much
every terran I’ve seen expands as they are making their first push, so he should
probably have a CC either already in his natural, or floating to it by now,
which is about the same point I expand, and tech to psi storm in order to storm
drop. Of course there are always other things you could do, such as a 3 gate
dragon build, but the only problem I find with that is it is harder to hold
expansions, and defend from terran ledge drops, as well as stopping mid game
pushes, if you prefer to use dragons, you should do that. Otherwise from that
point it is really up to you on what to do, you could contain and expand to
another main, or continue to power and try to destroy his next pushing force, it
really depends on each individual situation, what makes the pros pros is their
late game intuition, early game as well but it is much, much tougher late game.
Infantry Builds
Some terrans will either be forced into building
infantry if you take their gas, which I don’t recommend, or on land maps where
it is impossible to wall in. If you ever see a terran with 1 rax and more than
5-6 marines with one of your scouting probes, that usually means he is hiding a
rax, or if he has two built in plane sight, it is extremely easy to defeat this.
All you have to do is build 3 gate dragons and get range fast, also if he powers
3 rax or 2 rax and 1 fact tanks, it is usually good to include a reaver, but
there is no reason for a protoss to ever lose to an infantry build, I don’t care
how good the player doing it is. Note*I’ll admit I’ve PvT on Land dominated maps
before, everybody makes mistakes though =[*
PvZ
Frankly, this match-up on temple makes me sick, Zerg has so many different
choices it is very hard to get the right counter to what they are doing, and if
you do, you still have to be able to micro very well to kill their troops. I
play as little PvZ on temple as I possibly can, I have been playing most of my
PvZ on Incubus recently, I find it a lot more fun, and chances of winning are a
little better, but either way, Zerg is > Protoss. Anyway, I am not going to
even talk about the Temple aspect of this match-up because it is so completely 1
sided. Flat out, a Protoss player will never be able to beat a good Zerg player
on Lost Temple. The only possibilities are luck, if the Zerg pools a little late
and your zealot rush is successful, or if you are in the 12/3 positions, which
the Protoss player should never lose. Anyway, I like Incubus for PvZ, so that is
what I will base my PvZ land map strategy on. Before I get any further, I wanted
to say that PvZ is nothing like PvP or PvT, it requires much intuition, and
speed…one thing rolls into another, there aren’t separate parts where you know
your opponent is going to do one of only 2 or 3 things, anything could happen,
and you will need to learn to adjust and adapt to certain situations, I will try
to talk you through a few of them, but I really can’t teach you how to adapt,
that is something that you get with experience, which I will talk about after
this. Incubus has no ramp, so I will open with a zealot rush every single game,
the fact that there are ramps from the natural to middle ground gives Protoss a
huge advantage early game. My normal build is a 9/10 gate zeal rush, which would
be pylon on 8, gate on 9, gate on 10, pylon on 11, and continue to produce
zealots as you use 1-3 probes and your zealots to attack. I don’t know how many
times I have seen people screw up zealot rushes miserably, so I am going to
explain how to do this right now. There are five components to a zealot rush, if
you do them all right, you MAY have some success. Number 1, producing probes
non-stop, if you have gaps in between building probes your tech will be slower
after the zealot rush. Number 2, producing zealots nonstop, obviously another
important part, you must reinforce or your rush will lose every time. The point
of the zealot rush is to kill the hatchery, yes, but there is another goal that
you want to reach if you can’t kill the hatchery. As Protoss, you want the Zerg
to be producing lings as much as possible, you don’t want to give him the
opportunity to build drones in order to power harder, so if he gets down a
sunken, what I like to do is keep my zeals inside one of the two ramps
connecting the natural to mainland, that way lings can’t surround your zeals,
and have a big disadvantage when making an attack, this will force the Zerg to
continue to produce zerglings, rather than powering drones. Number 3, pyloning
on time, this is probably just as important as micro because without pylons you
won’t be able to pump out more probes or zealots. When I am rushing I always try
to pylon about 5 down from the next maximum, so say I am at 12/17, which is when
I would pylon, always pylon before you build zeals, it is more important. Number
4 would be rally points, you want to get very familiar with where you place your
rally points and make it most comfortable for you to get to the units and
probes, you will lose so much time microing if you forget to set these. And
number 5 would be the micro part of it, which I can’t really help you with. I
will talk a little bit more about micro near the end of this. Most of the time
you won’t end up killing the Zerg’s hatchery, if you do, you probably won, so I
don’t need to go into what to do from there, the next thing is get 1 canon down
near the entrance to your main, not at the entrance, closer to your nexus, but
out in front of your gates and tech buildings, this is to defend from lings
running through, and from a fast lurker build. Either the Zerg is going to have
2 hatches or 3 hatches from this point, either way because it is a ground map I
upgrade +1 attack at the forge as fast as I possibly can, I usually get an
assimilator after about my 6th to 7th zealot unless I feel I can overpower the
Zerg with a 3 gate zeal build, that decision is going to have to be up to you.
Anyway, I put down a forge immediately after the assimilator gets started, and a
cyb core. You are going to need to be scouting every 2 minutes or so checking
for lair, hydra den, upgrades, hatch number, and spire. If they have only 2
hatches from what you can tell, your best bet is to go 2 gate and get 1 quick
corsair to scout, because you really have no idea what they will do. Right after
the stargate gets started, get a citadel, and upgrade zeal speed. If your sair
sees a spire only, you could either put down a 2nd stargate and build 2 stargate
sairs, or get a templar archives real quick, and get 2 archons. The sairs are
probably better if you are sure he is going mutas, like he already has a few,
but if you see no mutas, and you see a hydra den as well, he is probably just
trying to trick you. If you see hydra den only, and no lair, expect 3 or 4 hatch
hydras, in that case you need to get psi storm real quick, and be ready to storm
like crazy, I usually have about 2-3 temps to every 12 zeals. If you see only 2
hatches, 1 is a lair, and a hydra den, expect lurkers real quick, and forgo psi
storm and tech right to robo and observatory. I will usually get dragon range
and stop building zeals as well, a 3 gate dragon build with obs will beat any 2
hatch lurker build any Zerg can do, with the right micro that is… Zerg will
probably try to contain you with the lurkers, you need to kill them as soon as
possible before he gets an offensive hatch down, that can be a killer to most
Protoss. After that point, you can either expect a mass hydra, or an ultra/ling
type of build. Constant production of units, and upgrades is extremely necessary
to win the game. Against hydra your best bet is going to be dragon reaver and
psi storm late game, there is no way a Zerg can micro hydras against reaver and
templars, it can’t be done. Ultra ling really can’t be stopped unless you have
the right unit combo. By the time you get your 2nd expansion down, expect ultra
ling to come that is unless you know the other guy has no melee attack upgrades,
and seems to be leaning towards guardian/devourer. At my 2nd expansion I will
usually put down 2 robotics facilities, and a reaver bay, upgrade shuttle speed,
and both reaver upgrades at the reaver bay, and pump reavers from the two robos,
you don’t really need a shuttle unless they are using hydras, in which case your
force needs to move faster. Against the ultra ling, your force should mostly
contain zeals, archons, DT’s, and reavers, a few dragons is always good, and one
unit that is used so seldom is the dark archon. I can’t tell you how useful it
is late game, not only against queens and defilers (feedback), but probably the
most underused spell in the game, maelstrom. Believe it or not, 2 maelstroms and
a few storms on a pack of 6-8 ultras is devastating to a Zerg, especially with
reaver hits. This spell is also extremely effective against hydra users because
it messes up hotkeys. Yes, when you maelstrom a Zerg force, his hotkeys get
lost, only some units are in the groups, and he has to use drag and scroll to
move the rest of his units away, which is prime time for free storms. I always
use maelstrom against hydras before I storm just because the Zerg won’t be able
to move his units out of the way in time. Zerg’s other late game choice is the
guardian, or guard/dev combo. When you see guardians, first instinct should be
to put down 2 stargates and start building sairs, I will usually build about 4-6
sairs to fend off the first set of guardians, Zerg usually don’t start to build
devourers until after they see sairs, so once that happens, you are going to
need a lot of dragons, and templars. Lings usually accompany guards, so DT’s
will be needed as well, Protoss can’t beat Zerg without the right combination of
units, its just as important as building non-stop probes.
Microing, Intuition, Speed, and Spending
Microing
Trying to teach someone how to micro is pretty much the same idea as trying
to teach someone how to shoot free throws. I can sit here and tell you what to
do all night, but no matter how much I tell you, you won’t be able to do it
right without practice and repetition, I have had people tell me that I have a
unit hack because my dragons only take half the damage that their dragons do in
a battle, after we had about the same amount. It is probably because you aren’t
familiar on how to do it, I suggest playing micro wars daily, I have probably
played it 200 times, and many consider me, as well as myself, a crappy microer.
Watch replays, see how other the pros do it, and try to copy them; I can’t
really give you any more advice on this.
Intuition
I have mentioned this many times throughout this guide, it is probably a new
concept to many of you, what I am really trying to say is that there are so many
things going through my head about when to do certain things, why I do them, and
what the purpose is. I could write 100 pages easy on that, but I don’t think you
would want to read it. Anyway, this is what separates the pros from everybody
else. When I was talking to Rekrul and Spikes about writing this, they were
telling me how I should do my best to emphasize intuition, and how important it
is, I don’t really know how else to explain it other by example. Say I am
expecting a Zerg to be expanding to another main, so I send 3 DT’s across the
map, without scouting, maybe he will have a hatch there, maybe he won’t, but by
sending those 3 DT’s, maybe I killed the drone that was going to expand there,
now he has to power harder from what he has, it may have won me the game… Or if
you expect the Zerg to lurker drop your cliff, you build canons ahead of time,
and use a sair to spot for them. There are so many possibilities this could go
on forever, the best advice I can give you is just analyze the situation, look
at where you are in the game, and what options does the other guy have, he can
only do 1 of 3 or 4 things, so protect from those things, then attack when he is
weak.
Speed
If you have never attended an offline event, or seen any VOD’s of
“gosu” players playing, you probably have no idea how important speed is. You
need to be moving a mile a minute, the entire game; macro is impossible late
game without speed. Next time you play, try to move faster, do everything
faster, build probes faster, build pylons, buildings faster. Slow players are
very noticeable, and I have seen many people lose games just for being slow.
Spending
Spending ties in with speed, you have to be fast to be
efficient, especially when you are trying to micro 3 groups of units, templars,
and macro your force. I don’t know how much I can stress building probes
non-stop, and spending all your money, no where during the game should your
money raise above 1k, unless you are playing on islands, then it is ok, or if
you are maxed. Just be looking at that number constantly.
Closing
If you’ve read Tsunami’s guide, he emphasizes these things very
much, although this was not aimed at the same audience as his, all I am giving
you are situations, and ways you can react to them. There are only a few players
in the world that have mastered this game, meaning you can handle every
situation no matter what, you know exactly what to do exactly what to expect,
and be able to deal with anything. Boxer practices 10 hours a day and I guess he
got there, but what I am trying to say is that you probably won’t be much of a
better player after reading this, maybe you have some new ideas of things to do,
or reasons for why you lost a game, but don’t forget, this is all in fun. If you
have any questions about anything, except flaming me, feel free to message me on
battle.net, I am usually on about 3 hours a day, sometimes more, I will be happy
to answer questions. Thanks for reading, hope you enjoyed it. :O
11/27 Bifrost T&P vs any race by Manners
This article has been rated 1/10 (1 votes)
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This is a very risky strategy you can also do this
with protoss I will tell you a protoss version and terran version of a very
cheap way to win on bifrost.Its a good strategy on bifrost because you
don't really need to scout. But very risky move
Terran Version:
Ok first I would try to get about 7/10 scvs then bring 2 scvs to the bottom
right corner if your main base is 7 o clock if you are 1 o clock position I
would bring 2 of my scvs to top left, ok there yo would have about 300 minerals,
make 2 barracks. ok by that time you will have 8/10 supply make a supply depot.
When your barracks are done make your scvs move up to his expansion if you don't
know what the map bifrost is the expansion is on top of the main base. By
that time your 2 marines will follow the scvs to his expansion, tell your scv to
make a bunker and then wait for it to finish and send your marines in and his
probes,scv,drones go bye bye. Put your barracks on rally to his expansion
and keep your men coming. Try to build an refinery, if your facing a zerg I
would build academy and pump out men. I would try and be cheap by closing his
entrance by landing a barrack on it or building one.
Protoss Version: Very similar with gates, but build a forge and of
course you don't need 2 probes ;)
11/26 Funky PvT. by Sh[A]dow-Song
This article has been rated 4.4/10 (10 votes)
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Hi, in this dossier ill be covering my Funky P
strats, they work a treat. Also they are open to criticism, since im not the
English equivalent of Grrr, any mistakes outstanding could be pointed out and
worked into better strats for another dossier? I dont know.
PvT is what
this covers early game. When i say build "XxX", dont stick to that later
depending on what they have. More goons than zealots if they have vults and
tanks, seems the more likely thing to use. This should damage their eco enough
for you to take the lead in the game. Its very important to hotkey your nexus,
gateways and robotix. If you ever have more than 1k minerals, your doing it
wrong. More gateways, and pump pump pump.
Anyhoo, PvT for starters. Ive
noticed that most people do different build orders, depending on how many
probes they have. The general rule for P is that when your 8th probe is
building, if you have a good split you should have enough to make a pylon before
it is halfway done. Splitting is very important, ive noticed with remarkably bad
splits making a core will take a bit more time because you wont have the cash.
But, after getting a pylon, make sure your probes are being pumped out, fork out
the extra 50 to take it to 10 probes so the next will automatically start to
build WHEN the pylon is phased in, to get that edge. Also, if you set your rally
point nearer to the mineral patches, basically because all miners have
acceleration periods where they gain speed. With the rally point, if you take
the probe and send it to minerals it will not slow down. This is basically
ergonomic for your eco, and gives you that edge like i said earlier.
You
should be able to build a gateway when your 10th probe is halfway through
building, make sure you can build another probe as soon as poss. Send your probe
to a patch near your gas, gas as soon as possible WHILE STILL PUMPING PROBES.
Pumping probes is most important, and not to stop, because that has
repercussions on your eco later on. Thats my rule, is to not stop
making probes and make buildings while you have enough to continue making them.
I see it as sensible. Anyhow, the gateway should phase in when your gas phases
in, with about 3 seconds difference between the two depending on your
speed. Make your core, and carry on pumping probes. Make a pylon out of the
way, to hide your tech tree but not leave it too far away from your base. Say
for LT at 3 o clock, id build mine below and slightly to the left of my gas, so
i can build my tech in the spot above my gas and its hard for them to scout.
When your gas phases in however, send the one that builds your
core, one from your minerals and the next one to come out of your
nexus (should happen around this time) to the gas. Make sure they are mining it.
Make a zealot, rally point your ramp. When your core phases in, my general tech
is a light harass, so scout when your cybernetics phases in. I will go for
Robotics, to harass their eco. Make another pylon, and continue making zealots
and probes. By the time it phases in, make sure you have 200 for a shuttle. You
should have about 3 zealots by the time your shuttle is made, and load them up.
Make a dragoon and block your ramp. Robotics facility. Hotkey your bay and
facility.
When youve loaded your shuttle, send it to their eco, using
evasive maneoveurs to dodge their turrets or similar. Unload it on their
SCVs and micro for about 15 seconds. Get as many as possible. Keep pressing the
facility hotkey to check when it will phase in. When it does, make a reaver and
send back your shuttle. Make some more goons, and another gateway. An
observatory seems like an option. Collect your reaver and a goon, then go back
to killing off their eco. Expand, build more gateways. Get a citadel of adun,
and leg grade for zealots. Get a mix of goons and zealots, then go straight at
their main and continue.
This should take the game. It relies a lot
on your macro. If you have bad macro then this will not be for you.
Something to help macro, is hotkey your buildings!!! Expand while you have the
chance. Macro is very important, to continue pumping even when your microing.
Thanks, hope you enjoyed it.
Feedback if you have any!
11/20 PvZ on Island map by nl-FearSome
This article has been rated 8.5/10 (14 votes)
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Well I've always played for fun. I love trying new
strats I love playing new maps although 98% of the wgtour players play mostly
LT!
Well this is a dossier for toss vs. zerg on Island map.
Normal start at 7 1/2 probe do a pylon at 9 do a gas at 11 do a gate.
At 10 1/2 probe the assimilator should be done send 3 probes.
Don't stop making probes. 12 probe make Cyber core send this probe to
gather gas.
At the moment Cyber is done u Should have like 160 gas.
Start Airport PPP and a pylon.
At the moment u have 100 gas start 1 air
attack. When airport is done start a corsair and start a robotics.
Don't
forgot to pump probes. Do a pylon go scout with the corsair NOT SEARCHING for
ovrlds go scout he still wont have his ovrlds speeded so u can kill the after
scouting.
Start another corsair and a shuttle. Start robotics bey. Start
a Pylon.
Don't forgot to mass probes.
If your scout him doing a
Spire start second Airport if u see only den with lair start observatory
start another corsair and go kill as much ovrlds as u can. Start a pylon. Load
3,4 probes in your shuttle and unload them on the nearest expos.
Start one nexus. Start a pylon. Start a reaver . Start a corsair.
Keep massing probes. At the moment u should have 5,6 corsairs.
If u have appropriate micro management u should be able the both
overlords he has sent to scout ...
If he is going for muttas and u kill
2 ovrlds u will have 7 CORSAIRS WITH + 1 ATTACK AIR.
Go after the muttas
even if he has Towers. Muttas will die very fast he wont have more then 12 mutas
and 4~~6 scourges.
If he split the muttas go back muttas will follow u
and they will group at one place again go attack if he tries to split them
again ...believe me your playing vs. very good player!!!
Splitted or not
at the second attack the muttas should die.
At this time should be ready
start forge. Move 8 probes from your natural there. Start another expo. Start
pylon. Start 2 reavers.
Go Kill his ovrlds and search for expo he might
have slow drop and made s sneaky expo.
if he has a sneaky expo go make
another expo by urself.
At the moment with no army and most of the
ovrlds killed he has to start Towers in order to stay in the game and this is
the moment you can consider urself as a winner because sunken making ,at this
point of the game, zerg is a losing zerg (50mins drone + 50 min colony + 50
upgrade.)x3 because he will need at least 3 to stop your coursairs.
Start photons at your expos try to surround your probes with like 3,4
photons. Send your shuttle loaded with 8 probes to your next expos.
Don't Stop pumping probes. Start 2 robotics and shuttle speed up!~.
Photone your next expos and mass corsairs + mass reavers should finish
your opponent.
If your scout scouts 2 hatches both LAIR that means he
will go for fast hydra + lurkers drop which actually is the best way in may
opinion zerg to play vs. toss on Island.
Instead of making second
Airport start 2nd robotics. Start shuttle speed up. Pump reavers and instead of
making 3,4 photons at your expos try to do like 6,7.
MASS PROBES in this
variant is even more important.
Do not try to KILL his army IN ORDER TO
kill u he should drop lurkers + hydras at your main.
Surround his main
with patrolling corsairs. Containing his army at his main loaded in ovrlds is
crucial. In Order to leave his main HE has TO start SPIRE! And go harass if u
can with 2 shuttles with 4 reavers or 1 reaver + zealots its your choice.
I prefer 2 reavers because of the fact that 1 shoot reavers kill like
6,7 hydras if they are not splitted ! do not abuse his main!! only expos he
wont have more then 1,2 sunkens + 3,4 hydras maybe a lurk so attach a observer!
If u have good micro u should be able to smash his expos like hell.
If u have problems doing this only with reavers start temple
archives research storm and GO STORM his ass off! DO EXPOS LIKE HELL and mass
reavers + corsairs + probes.
Start +2 attack.Start 2nd Gateway.Start Fleet
Beacon. When itz ready research WEB.
Research Reaver damage.
If
u do it right he wont have gas for enough muttas to leave his main guarded up by
ur corsairs...so its GG.
I'm not saying its 100% ...but its well worth
it!!
GG ALL
GL HF!
Play For Fun and always when u play
don't try just to think what next but go scout then do the best against what
your opponent is doing.
Sorry my bad English.
Pls Rate It
11/18 Starcraft Psychology by 03.SoJu
This article has been rated 9.2/10 (49 votes)
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The Old Approach
The type of strategies
people put in dossiers tend to be very linear. They approach the game as if it
is a formula: A+B = C. In no uncertain terms, they expect you to remember a
certain tech tree or an inflexible line of action to be carried out. I believe
that when strategies are written in this way, it does more damage than good.
"To be a great player...you need to 'know' the game."
Know the
Game
Starcraft is not about learning build orders and building
placements. It is not about when you upgrade or how well you harass. No. To
improve in Starcraft you need to learn how to think. Harassment and build orders
are great, but these elements are so fixed that when there is a slight deviation
your whole game tends to be thrown off. As L.Nazgul once said, to be an
average player you can learn build orders and watch replays. To be a great
player, however, you need to ' know ' the game. What does he mean?
The
6th Sense
The most underused skill a player has in his arsenal is
intuition. Having a feel for the game is necessary to time certain attacks or
when to expand your base. Scouting along with intuition provides a formidable
combination that can win you a lot of games.
During any situation,
always analyze the importance it brings in terms of what will happen next. Why
did the opponent do what he just did? Think of the possible answers and adjust
accordingly.
For example, consider the following scenario:
It is
TvZ and you're 6 minutes into the game. You scan his base and find out that he
will have lurkers soon. Suddenly, you see that there are 2 overlords hidden just
at the edge of your main. The novice player will shrug off the overlords as
scouts for dropships but the experienced player will know otherwise. When you
are in such a situation, for God's sake don't just let it sit there because it
is likely that he will slow drop your main. Even if he doesn't, at least you've
eliminated one possible route for him to effectively harass you.
"The novice player will shrug off the overlords as scouts for dropships
but the experienced player will know otherwise"
Aside from intuition,
the next important thing to know is the proper counter to each unit. If you've
ever played a TvZ, you will know that tanks will do nothing if you are faced
with a horde of Mutalisks. In this case, the most common routes are either
adding a third barracks or research irradiate. In addition to researching
irradiate, you should definitely be thinking 'What will he do next'? Asking
yourself this questions WHILE you are defending your main is important because
know what happens next will be key to your survival.
As an example, if
he is harassing you and you have scouted that he has expanded to one more
base or that he has begun a hydra den-EXPECT lurkers to come soon. In which
case, make a tank or a bunker at your ramp. As I've said before, defending and
realizing the situation at hand is important but it will never be as important
as knowing what happens next.
Creativity
The last thing I wish
to talk about is creativity. When Blizzard decide to add the replay function,
people who were classified as 'newbies' began to improve because they learned to
mimic the progamers moves and build orders. It was a great thing at the time
because it meant that the level of competition was higher. When 1.09 came out,
however, a new school of thought was formed which denounced replays because they
were making the game stale. There is a lot of truth in that.
Look around
you and you will see that replays, factoring out variances, often show the same
outcomes. The fact of the matter is people have followed replays so concisely
that nowadays it is all too easy to predict what your opponent is doing. Things
become routine and as we all know, routines lead to stagnation.
"Take
risks and be as creative as you can be"
My point is that you shouldn't
be afraid to try new things. Take risks and be as creative as you can be and
realize even if those risks end in failure, you would have walked away with a
better knowledge of what works and what doesn't work. Each failure is a stepping
stone to improving your game. Don't be afraid to lose and you will play better
and win more.
Notice that I did not talk about strategies or perfect
counters, because I have said I don't want to teach you how to play, only
how to think. Hopefully you've learned something from this dossier and I hope
you will improve your game because of it.
Good luck and have fun.
11/14 3 games toss vs zerG by nl-FearSome
This article has been rated 4.1/10 (16 votes)
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Once there was maybe the greatest european TOSS
ever..didi8[bg] dont tell me you havent heard for him....
Micro even better
then korean's one.
Macro bordering with perfection and always going for
a different strategy made him in my opinion the best Euro Toss ever.
He
is a friend of mine i watched him playing a lot of games vs one of the
greatest players ever
like Boxer , Elky , [Episode] -=V=- ( which game made
from Breeze A GOLDEN REPORTER ).
Here goes the strat...
Many times
it happaned to me i guess it happend with you too
-Hi wanna play?
-Of
course! 3 games?
- Yes sure gogogoggo
Inspired from Didi8 im a
tossuser so this dossier is for toss players
He always used to say vs
zerg 3 games? always go for rush 1st one .
6th probe go scout ..if
ur 9 go scout 12 then 3 if ur 12 go scaut 9 then 6..and so on......if zerg
is 6 when ur 9 u will see his overlord...
every 9 from 10 zergs go 11spown
13 hetch thayz why in the moment u scout him make a pilon ( itz not very
mannered but itz acctualy fun )
try to hide the pilon not directly infront
of his base ...dont stop massing probes they are the most important part of the
game ;)
in the moment pilon is ready do 2 gates on 13 probe do a 2nd
pilon then 2 zealotz
send another 3 probes + the one probe which made
the pilon u should have 4 probes + 2 zealotz go harras
have u ever played
the ums map where with 3 zealots and 3 probes u have to kill 8 10 zerglings?
well itz the same he will have 3 larves in the moment he have his spown done si
he can have not more then 6 zerlings 4 probes + zealots and onther 2
zealots warping in the gateways + ur micro should be enought to kill his hatch
if u succeed in killing his hatch u are won the game in 90%.Then go mass
zealotts, do a 4th pilon and start another 2 zealotz. on the 3rd pilon u
should have 6 zealotz and 22 probes wait for the other 2 zealots and go atack
with your entire army.
As im saying itz not a 100% strat but is there
such strat? I can guarantee that is very very fun and acctualy improves ur micro
a lot.
I wont lie you that this strat really works and i won 80% of the
games i try it what might happens is your opponent to consider you bad mannered
and to denie the next two games.
Im hope this strat will help a little
bit tossusers in this difficult times fo us
FearSome Gl hf All
11/09 Nifty PvT by GoSu)QuiKSilveR
This article has been rated 6.5/10 (27 votes)
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Good Day everyone. Today, I want to discuss a
couple 'nifty' PvT hints to help you win games more. I will discuss three
things. The Arbiter use, Hallucination and how to keep carriers alive.
Now, I rarely ever see people tech this far, but I have been doing a lot
of work learning the Arbiter and, well using its abilities. As we all know, the
arbiter has a VERY feeble attack power but has a couple cool spells. I know that
people will argue that one spell is better than the other, personally
though I think that they are equal. No one really uses them that much
(aside from the Progamers). Now, I am going to picture us in a game and lets say
you are currently being contained. You have tried about two times already to get
past his containment, even after flanking you still failed. This SHOULD be a
hint to tech higher. I suggest passing Corsairs, Scouts, Dark Archons and
Carriers and go right for the tip of the tree, the Arbiter. I will not give you
a specific build order to get arbiters because it would be way long. I am sure
you can get a good beginning to mid-game Build order from another dossier in
here. I do not think you should get arbiters TOO early because then you are
screwed. Now back to our imaginary game, you cannot go headstrong and you do not
want to waste a ton of money on shuttles for drops, so you should find
another transport unit. If you didn't know (but I hope you did), the Protoss
Arbiter has an ability known as Recall. Just bunch up your units and drop in his
MAIN base where his factories are! This will diminish his output and hopefully
put you ahead of the game, even though your contained. Do not try to retreat cuz
you really cant, unless you wasted more gas on another arbiter. If the game
STILL goes on after this get 2-3 more arbiters and mass recall on his
stuff. It is so plain and simple that I think people need to be aware of this
one.
Now moving on to bigger things. The Carrier! People say
that the carrier is, Newbish...a waste...a bad investment.... I do not think so.
Enough people, especially on WGT, use carriers that it is like its own way
of life. There are a few ways to do this. You can do a fast 2x stargate Carrier
with goons (Risky), or just let the game play out and get them later.(These
build orders are also found somewhere else in this section of WGT). Now everyone
knows that Goliaths are better than carriers, to an extent. Your best bet is not
to trust in just Carriers cuz you will be screwed over in the end. I suggest
adding in many zealots and many dragoons. Also, do not forget to use observers
because Terran normally does Wraiths and Goliaths to murder the Carriers. Always
keep your carriers with your main force to keep them alive longer. I also
suggest that if you know hes not making wraiths, to use cliffs to pester
goliaths. If he doesn't make goliaths and just makes wraiths, just make 4-6
corsairs to help out. Everyone knows Carriers and I think if Protoss players
kept them alive better then we would see more Protoss victories. I seldom see
those.
This one is probably the one I wanted to give the most.
People laugh when I suggest using Hallucination as a move. I also get people
that say, why waste it on hallucination when you can use storm? Well, there
are some cool things you can do. Now in order to tech to Hallucination, just do
a standard PvT build (w/e you do, as long is its not 2x gate Zealots), and
Research Hallucination instead of Psionic Storm. I do not think too many people
noticed this one, but you can actually hallucinate your zealots (with speed
upgrade, slow zealots do no good), and send them on a kamakazi mission into
the Terran containment. The Zealots WILL pick up spider mines and just direct
them towards the seige tanks (since hallucinations have 0 attack power). By
doing this, you have not wasted any precious units and you damaged theirs. This
will make doing much anything vs. Terran easier. Psionic Storm cannot do that.
Most Terran players will target High Templar first. (Tank range: 12 High Templar
Spell Range: 8). It is pretty easy to knock out a few. And most good terran
containers dont have seige tanks together, so you wasted a lot of mana on
basically 1 Seige Tank. Also, bringing us back up to the top, if you cannot get
an arbiter in safely upgrade hallucination, get a few templar and hallucinate
the Arbiter when your ready to go in and have them go in first. This will give
your Arbiter a longer period of time to cast a recall. Now, since we added to
the recall part we can add hallucinations to the Carriers. This is another was
to keep them alive. Make a few templar and hallucinate your carriers and keep
them in front while the ones with the interceptors are behind killing the
units attacking the hallucinations. Also, when you hallucinate, you DO NOT have
to micro with the hallucinations, except for the Zealots, but thats basically
you directing a mine to hit a tank.
I find Hallucination a fun move and
its pretty good. In my Opinion, at times, Hallucination is better than psionic
storm. (like in Protoss vs. Zerg)
Thank you for your time and I hope you
enjoy reading!~
11/07 PvT Unit stratagies and micro tips. by Changes
This article has been rated 4.5/10 (18 votes)
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In this dossier i will write some stratagies and
micro tips for each of the 5 most used units in PvT. Here it is.
Zealot-
Zealots are extremely strong and are a good unit to take a lot of dammage before
they die. The most popular method of using zeals is to either drop them in the
middle of tanks, or run them by the tanks to hurt the other tanks with the
splash and to clear out all the mines. (wich will hopefully backfire on the
terran) Try to stay away from zeals vs vultures, but as with any melle unit vs a
ranged unit, the trick is to surround the units to keep them from running and
microing. In a non microable situation, zeals are good vs almost any unit the
terran can throw at you.
Dragoon- Dragoons are best to use for killing
vultures and mines that the terran will almost definatly lay all around the map.
Goon range and obs are a must before trying to take on any large terran
army. Goons are usefull for stoping tank drops, and vulture harras. a good
stratagy is to leave 3-4 goons at each mineral field you own, to stop and
attempts to destroy your econ. A wounded econ pvt can easily mean your done for,
so watch out.
Archon- Archons are a great all around unit. They can
handle almost any unit the terran will get. one bonus of the archon is that
spider mines do not attack the archon. They WILL do dammage to an archon, but an
archon alone will not set of the mine. Archons are good to drop on a large
group of tanks with a few zeals to take the dammage.
Stormers- Stormers.
Ahh the possibilities. You can use stormers as a method of clearing away tanks
and mines while you run in your zeals. Stormers can be used to storm to terrans
SCVs while you stay safely on the terrans cliff. Stormers are also a good
way of clearing those pesky tanks that most terrans put on the cliff the
take out your men before they can even see it. Just remember to GET STORM. The
energy upgrade wouldnt hurt either.
Reavers in a dropship- I am saying
reavers in a dropship, because there is no reason you should ever use a reaver
without a dropship vs any race. Reavers are slow and expensive, but can realy
hurt and unexpecting terran. Propably the most popular method is to drop a
reaver close the the scvs and let the scarabs take out as many of the scvs as it
can. This tactic can end the game in a single half assed attack. If you find the
terran has tanks and turrets by the minerals, harras is the best option to take
from there. Drop the reaver outside of the range of a vulture or unsieged tank
and attack it. As soon as you have done that, pick it up and move the another
place to do the same thing. Reavers may appear to have a lot of HP//Shield, but
dont try putting a reaver up against siege tanks. A siege tank will kill a
reaver in 2 blasts.
Cariers- The carier method is verry easy, if you are
looking for a quick, clean way to kill an unsuspecting terran. one way of
geting carier is to build a single starport early and produce cariers one
at a time untill you have enough to win. (the trick with that is hiding it in a
place that the terran canot scan) Another method is to build 3-10 starports
after the game has been going a while and you are confident the terran canot
kill you. The best place the put cariers is on the cliff of the terrans
natural. This acts as a kind of cloak against goliaths. but, watch out for scan.
When using cariers remmeber to always get the interceptor ungrade, and ALWAYS
ALWAYS ALWAYS bring at least 3-5 obs with your cariers to protect from cloacked
wraith.
Thats all i can think of for now, and if anyone has anything
to say that i left out or did wrong, WRITE YOUR OWN DAMN DOSSIER.
10/29 PvZ Basic strategies by PRobee
This article has been rated 8.2/10 (10 votes)
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original dossier :
http://www.wgtour.com/dossier.php?datab=broodwar&idD=2319
vs. zerg, there are 3 strategies, 2 gate style, 1 gate style,
and double nexus.
For 2 gates, pushes with zealots while it teches.
For 1 gates, teches fast templars and then expo.
For double nuxus, expo
with cannons at very beginning.
< 2 gate strategies >
#1 basic
7.5 pylon - 9.5 gate - 11.5 gate - 1 zeal - 15 pylon and
then gas building when
**/25 or **/33. and then cyber core, adun, zeal speed
up, templar archive.
pushes with speed up zeals.
#2 a little
modified basic
a) 8.5 pylon - 9 gate - 10 gate
b) cyber core - star gate
c) 12 double gates
d) dragoons and reaver with 3 gates
e) cannons
and then expo
f) 99 gates(9 gate - 9gate)
a) 8.5 pylon - 9 gate - 10
gate
This is for faster zealot push. you should stop building probes for a
while,
but zerg feels pressure.
b) stargate after cybercore without
additional gate
zerg could think no stargate after 2 gates, but you can use
that point.
you can use this to scout zerg tech
c) 12 double gates
If you know zerg doesnt go to 9 dron, you can use this and build more
probes.
d) dragoon and reavers with 3 gates
make minimum zeals for
defense and then go reavers and then goons out of
3 gates. this is strong
strategy if you are good at micro.
e) double nexus with canons
2
gate zealot push and then double nexus without gas. defence with canons
f) 99 gates
when 9/17, save 300 minerals and build 2 gates.
or
after 9 gate, build another gate without building probes.
you can push
faster but you can fail and you gonna poor.
< 1 gate strategies
>
#1 basic
8.5 pylon - 9.5 gate - 11.5 gas - 1 zeal - 15 pylon -
cyber core - 2 zeals -
after completing cyber core, build goons and star
gate - 1 sair (or 2 ok) -
adun - forge - templar archive - d.templar rush
with sair killing overloads -
expo
:you can tech faster than zerg and
expo. you will be strong in mid term
#2 a little modified basic
a) adun - gate - speed up zealot(6-8) push
b) DT drop
c) 2 robotics
d) fast forge and fast weapon up
e) speed up zeals and sairs
f)
observers and dragoons
g) dragoons and reavers
a) adun - gate -
speed up zealot(6-8) push
as the title, push with 6-8 speed up zealots. this
time,
zerg knows 1 gate style and could not be prepared well.
b)
dark templar drop
adun - templar archive - robotics - shuttle - DTs - and
drop in main base
you gonna lucky if no overloads in zerg's main base. i
think this is not that
good strategy. but u can break zerg's tech (pool,
lair...)
c) 2 robotics
These days, if zerg scouts 1 gate style,
he prepares hydra agaist sairs.
But you can drop with 1 shuttle with 2
reavers.
d) fast weapon upgrade (fast forge)
instead of cyber core,
build forge and then weapon up.
cyber core. -adun - speed up - make zeals
with no stopping.
8 zeals with speed up and weapon up - rush!
e)
speed up zeals and sairs
rush with speed up zeals and sairs. sairs kill
overloads or muta.
if zerg doesnt go fast lurkers, this is gonna be good.
f) observers - dragoons
zeals and goons from 3 or 4 gates and then
observers and then rush.
you need micro. this is crazy good sometimes.(just
sometimes)
g) dragoons and reavers.
as the title. you can make
reavers faster.
< double nexus >
- 12 forge - 13
canon(x2) - 17 nexus - 17 gate (when zerg build pool first)
- 13 nexus - 13
forge - 14 canon(x2) - 16 gate
u can playing by ur style. fast expo
gives alot of mineral/gas
here are some of my favorites..
- 2
stargate - 6 sair - robotics(reaver) - 12sair with reaver rush
- 2 stargate
- 6 sair - dis.web up - carrier when 12 sairs
- 3 gate speedup zeal rush (u
can weapon/armor up)
- 3 gate dragoon reaver ( after 12minutes - 5gates /
3robotics )
These strategies are from some replays and boards.
I
think you already know most of them.
Your o-bjection or comments are
welcome.
thx to "iamkdh". he translated all. i just modify little by
his translated.
10/25 PvZ Fast Expo Part 2 by GoSu)QuiKSilveR
This article has been rated 7.5/10 (15 votes)
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After reading the first dossier on PvZ fast
expo, I wasn't totally impressed (sry trey). If you did not know, protoss is the
most manuverable race, meaning you can change a tech without going far out of
the way to do it. PvZ there is not exception, and with quick expo it's MUCH
easier. Lets get into the build order and some points while doing this!
Step 1:
Okay you are starting off (you know its Protoss vs. Zerg, it
would be better not to attempt this if it was a random and you are assuming Zerg
is his pick) and you will build 8 probes, about 1/4 of the way through the 8th
probe build make a pylon near your expansion.
Some things to remember at
this step:
Now one thing is really do NOT scout with that probe, since
you will need it again.
If your opponent brings an overlord in to your base
right away.....meaning it is 12 vs 3, 3 vs 12, 9 vs 6 or 6 vs 9....then go
directly to Step 2b).
Step 2a):
Your pylon is up and continue to
make more probes. Then at 13/17 create a forge. Afterwards create a Nexus (this
SHOULD be 14/17, but 15/17 is ok too). Now as soon as the forge is completed
make 2 photon cannons, but spread them so in case of a ling rush they won't get
murdered, but also be aware that they should be placed so that they can attack
any Zergling that hits the other cannon.
Some things to remember at this
step:
If he does manage a ling rush before your cannons are up, do not say
GG and flee!! Click on all of your probes, have them mine on one
mineral patch and then click attack so it will be harder for them to be killed!
If you create cannons and he runs past them when theyre created, just do the
same thing above, there will probably be less zerglings anyway.
DO NOT GO TO
STEP 2b IF YOU DID THIS STEP!
Step 2b):
If you see an overlord
hovering over you at first take a precautious action. Do a 12/17 forge and then
2 cannons when you have the minerals to do so. Then at 17/17 make a nexus. The
reason for altering your build is because he will possibly attempt a 6-pool or
9-pool since he is not totally aware of your expansion build. Always take
precautions! If you don't there is a chance of losing the game.
Some
things to remember at this step:
No important points, just watch out for
rushes and you'll be fine!
Step 3):
You have just warped in your
Nexus so now BUILD BUILD BUILD! Make plenty of probes at both your main and your
expo so you will get ahead! At 18/26 create your gateway at your expo pylon and
place a pylon in your main. Also at 18/26, make an assimilator at your main. As
soon as the gateway comes up get 1 zealot and make a cybernetics core (anywhere,
no preference). Now create an assimilator at your expo. Also create a pylon at
your natural, like right next to the actual Nexus. Now that you will be waiting
for your cyb to come up, you dont want to sit there and twidle your thumbs! Here
create 2-3 photon cannons at your main and 2 photon cannons at your natural.
(Yes this can be done!) But wait, we're not done yet! Create 2 more pylons in
your main and 1 more near your natural. By this time you will have a psi count
of about 24/58. Create 1 dragoon, 1 gateway, and 2 stargates. Now continue to
pump out probes, dragoons, and zealots out of your building and by time you get
both stargates up your psi count should be at about 36/58. Create 2 corsairs and
continue to make them. Send the first two into the enemies base (or scout with
them, they are good scouters). Go for any overlords you see! If your opponent
has hydralisks or mutalisks regroup your sairs and then go back in and try to
knock out the air units. Hopefully by this time you have murdered all of the
attackable overlords. Bring your sairs back or hover them over his defenseless
base. Here is where the build may change once again!
Some points to
remember in this step:
One thing never to do is have nothing building! If
you have nothing building....find something! Make dragoons, Zealots, and probes
(as said above). No you do not need to continue making sairs if you have 6-8
already.
If you see mutalisks go to step 4a)
If you see Hydralisks, a
lair and more than 2 hatcheries, refer to step 4b)
If you see Zerglings and
a lair and a building spire, refer to step 4c)
If you see lurker eggs, refer
to step 4d)
Step 4a):
Mutalisks are the one most annoying unit,
and being able to be researched so early, makes them a threat. By now though, if
following the steps correctly, you should have between 4-5 dragoons, 3-6
Zealots, and 4-6 Corsairs. Obviously there will not be much of a problem, just a
big harrassment if they are good. If you forgot, continue building dragoons and
zealots! Make 1 robotics facility and 1 citadel --> 1 templar Archives. If
you havent already, assimilate the gas at your expo. Try to make 3-5 more
gateways so you can begin to macro. Research templar storm and make 4 high
templar. Try now to expo to your 2nd natural. Do your best to defend it with
your army! Upgrade leg speed for zealots, goon range and upgrade 1+ attack power
of your ground units. Now create 3-4 more gateways and pump units out like mad.
With the robotics facility, create a support bay and 2 reavers and a shuttle.
Using all of these units combined (Templar, Dragoons, Corsairs, Zealots, and
Reavers) you will hopefully overwhelm him/her. If your first attack fails,
continue to make zealots, dragoons and templar and expand like crazy!
Some points to remember in this step:
Do not progress an attack if
he makes a quick change to lurkers. If he does make an obervatory and pump an
observer out THEN go after him.
If you want to storm Zerglings, it would be
best not to storm the first line of Zerglings since your zlots will most likely
take the biggest hits from it.
Don't be afraid to expand. If you get
contained you will starve and lose.
Step 4b):
You just rushed sairs
after his overlords and discovered he has hydralisks, a hydralisk den, a lair,
and about 3-4 hatcheries already. Do not fret. There is a way around this. Just
make 1 robotics facility and an observatory and you are anti-lurker. Make a
bunch of Zealots and try to get at least 5-8 more Gateways so you are always
fresh on units! Make pylons whenever needed too. Create a citadel of Adun
to upgrade their leg speeds. Now here is where you will use 12 Zealots and scout
for his expansions. Always do this so you can keep track of his economy. If you
find an expansion that is not his main or his first natural....kill it as fast
as possible. Then make your own expansion at your 2nd natural. Also try to get
one at another expansion. After your next base has been set up create 1-4
more gateways and pump mad amounts of zealots. Also, create a templar archives
and research templar storm. Create between 5-7 templar so you can get them.
Since it is most likely going to be Zealots and templar vs. Hydralisks and
lurkers, you will want to do 2 things. Split your forces and attack him from two
sides. Do not attack his units until they come after you. Good players will just
lure your Zealots into their Lurkers and murder you. Hopefully you will have
crushed his economy and have anough zealots and templar to go after him for the
final blow.
Some points to remember in this step:
If you see a
lurker burrowing, use your storms on the burrowing lurker rather than
attacking hydralisks, it makes more sense.
Ultralisks MAY come into play if
you let the game drag on long enough to kill your zealot army. Just
remember to storm constantly, morph into archons asap and switch out your
zealots if they are going to die in battle (micro).
Step 4c):
This
is the easiest one and possibly means he is a slow techer. This gives you
the advantage because you can wipe out his overlords with ease. After you think
you got all of them, hover over their hatchery so if he makes more you can
destroy them. This will not only frustrate them but will not allow them to
get Mutalisks/scourges when they can. Create at least 3-5 more gateways and make
zealots and tech to templar archives as fast as you can, and get archons to vs.
the zerglings. Hopefully you were able to keep his underling limit at bay so you
will just have to take your zerglings and archons in and serve the Zerg player
up a good plate of GG .
Some points to remember in this step:
If he
has more than one egg at each hatchery, kill them usuing 2-3 corsairs at
each hatchery. If it is a big problem, just make more corsairs.
Also if you
want to, you can attempt to get scouts (if he doesn't go ev. chamber -->
Spore Colony). But remember that they are weak so you should make zealots
anyway.
Step 4d):
At this point of the game you will have seen
lurker eggs. This is bad and has to be taken care of fast. Upgrade Dragoon Range
and make 6-7 more gateways and attempt to take control over your second natural.
Make a Robotics facility and an observatory so you can see the burrowed lurkers.
Keep 2-3 cannons and 1-2 dragoons by your bases AT ALL TIMES in case of a cheesy
lurker drop. If he doesn't stop making lurkers or he makes hydralisks and
lurkers go for a templar archives and upgrade psionic storm. Create 3-4 templar
and pump many dragoons. Try to stay away from morphing your templar because it
will not help as much. If the game ends up dragging on research (yes
finally it has been talked about in this dossier) Dark Archon MAELSTROM. Make
3-4 Dark archons so you have enough maelstrom to go around. Try to attack now
with dragoons, Dark Archons, and High Templar and this should demolish the
opponents forces.
Some points to remember in this step:
Never catch
your units in your own storm.
Maelstrom units like lurkers so you can catch
them before they burrow.
Hotkey your dark archons for a number and then your
tamplar for a number next to that. That way you can do a maelstrom + storm
combination really quickly.
If you lose an observer, make another....common
sense....
Thank you for reading and thank you xL-Trey for bringing up
fast expo. Although yours was not too in depth it was ok. This is an addition to
his strategy and MAY or MAY NOT work better than his. You will have to test it
for youself .
10/24 PvT get that wall by aGrrresiV
This article has been rated 2.4/10 (9 votes)
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Well this is not gonna be a super build order
archive or sth like it. I have read some good ideas and i ´ll try to join them
uo with this. Well the objetive of this strat is going to be to take ur enemies
wall (barrack + Supply (could bex2).
Well u start as usual probes until
8th, then pylon and go xplore locations in map. Try to leave a probe at ur choke
point so if some scv comes u can stop it from exploring. what we are gpoing to
do is simple.. if u find enemy QUICK try to stop his wallign by putting and
cancelling a pylon where a spully should be. after u did that u should be normal
doing goons after normal fast cybercore in a usual pvt game. after this u have 2
options. he might have gone vult and bunkered behind ur pylon so as to kill it
and wall again. if that is the case u have to cannnon near his wall and explore
with a zea to see his choke and attack it before he restores up. Second thig
that can happen is he gets tanks + siege (maybe not) and he tried to defend
formn behind ur pylon if u see a tank (if he goes vult also but worst ) u start
doing fast robo facility and shuttle with zeas in it and u drop inside near
tanks attack , lift, attack,, lift over and over...
Well i hope u like
it sry if my english sucks im not form an english speaking country. And before
some1 starts crappin on my "strat", it is not a strat that waorks for all
maps and all positions just to be used in some cases and not overuse.
Be
creative.
10/24 P v T Double Robotics Rush by yusuktoo
This article has been rated 6.8/10 (9 votes)
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Here is where the strategy is deriving from. Reaver
kills tank with 2 hits. So getting 2 reaver asap will own tanks with 1 attack (1
hit from each reaver for the slow people) ( even seiged tanks can be taken out
fast). 2 reaver drop is more deadly than 1 reaver + 2 zealot.
Here is
basically how its going down. Do basic gate to gas to cyber build as usual.
Next, the key is to not let him see you going double robotics. duh.
By the time you make cyber, terran will probably have scv in your base
scouting around. take 2 probe and kill it asap if possible.
When cyber
done, make 1 goon right away.
Send goon to ramp to block.
Gather
some more money and gas enough to make a robotics facility. Dont make any more
goon except that 1 goon at ramp.
As 1st robotic builds, save more money
for 2nd robotic. Some people think 2 robotics waste too much gas to support but
it works out.
After 1st robotic finish, build shuttle. Then wait for
money and get robotic bay.
2nd robotic should finish now and so is bay.
make a reaver.
Shuttle finishes. Get reaver from this robotic.
Now continue with goon build from 1 gate. and also get goon range since
there will be enough money and gas left.
One extra advice is that u
should start rallying new goons to ur mineral since terran might also be droping
at this time.
2 reavers are now finish. shuttle them up and go wreak
havoc.
The only thing that you would need now is good micro if
there are turrets. blow turrets with reavers. they should have about 2-3 tanks
if they were also going vultures.
With good micro 2 reaver will own 2-3
tanks easy. if their tanks/troops are away trying to push your front, your
reavers will own even more.
If they are too well defended, i suggest
harassing his depot and killing his factory add-on so he cant make more tanks.
while all of this is going on, you have either killed him with the reaver
drop or mass expand and massing and owning him later.
Well, thats it.
enjoy.
10/23 PvP, Mech by tN.DieSeL
This article has been rated 4/10 (13 votes)
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To start out, take your 4 probes and mine. Make
probes until 8 (while the 8th one is building) and then make a pylon. Keep
making probes and mining until about 14. Make a nexus at your natural expansion.
After you make your nexus make your 1st gateway right away. (This will work
if done fast enough because you will have enough money for a second gate and by
the time they rush you will be fine.)
Split 6 of your probes from your main
to your expo. Make another gateway AS SOON AS YOU HAVE THE MONEY.
Make a
pylon at your expo and make a forge. Keep 2-3 cannons CLOSE to your minerals
incase of dt drop/reavers.
The key to this strat is outmassing your
opponent with the double encome , and if your not too good at microing this
strat will cover it up because you wont need to micro, you will have enough
units to overpower your opponent.
Right after your second gateway is
done, make your core. You should have around 28 psi. Continue to make
probes/pylons/gateways and mass goon/zeal. Most likely your opponent tried to
rush, so you are already ahead of him. Make a robo facility and obs right after
you have enough units. It is probably 10 minutes into the game when you want to
start making obs.
Around 43 expand to your second natural expansion. By
this time you should have scouted the map and have obs or a probe at all the
positions. All you have to do is choke there minerals and the game is yours.
Once your second natural expansion is done, take probes from both your
expo and your main , (around 4 from each) and split them onto the mineral
patch. Keep your units in groups of twelve (hotkey them) and spread them on
the map for a flank.
(Example: -- If your at 6 and your opponent at 12,
keep 1 group to the left of your second natural expo, one to the right, and
one in the middle. So if he/she does attack, you can flank them.)
Wait for them to attack, play smart. Dont make the first move, make the
counters.
eventually expo again and keep taking his expos. The rest is
easy, when you think you can take him, with good obs scouting -- End the game.
10/23 My PvT- Standard by GiFtEd.ToSS
This article has been rated 7.4/10 (15 votes)
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This matchup is probably one of the fairest,
but hardest matchup in broodwar. In this dossier I will discuss the most
important components in this matchup on Lost Temple.
START:
Standard Build
8/9 Pylon
10 Gateway
12 Assimilator
14
Cybernetics Core
Build Goon
Second Pylon
*Normally, the SCV will
probably be here earlier so make sure that you kill the SCV right away as he
cannot see your tech*
*By the Terran User not knowing which way you are
teching, this leaves you two main options*
After the first goon is built I
usually like to build a couple more goons just to make sure my opponent cannot
sneak his vultures into my base, harassing my probes/economy. Also, it is always
good to HIDE your tech. Early game- Late Game your tech should always be hidden.
Build a pylon in an undiscovered or rarely used spot and build your major tech
buildings.
*From here it is imperative that you either make a:
1.
Robotics Facility, or
2. Citadel of Adun
If you decide to go Robotics,
and the Terran still hasnt scouted you this leaves you two options:
1. Fast
obs or
2. Reavers
* If this has gone scouted (Robotics), the Terran user
will probably build turrets around his command center*
If you decide to
go Citadel of Adun this is very scary for the Terran, if not scouted. You should
probably tech to dts and try to harass his wall or get into his base killing as
many workers as you can. This will probably slow down his expansion and force
him to build costly turrets.
*Usually after the harass I like to build Expo
at my natural*...
Expanding:
Generally, the Toss should not mass
expo right away but it should out-expo the Terran if it has a chance to survive.
The Toss player should take risks, and expo as much as they can. If you have
decided to expand on a natural be sure to protect your cliff with Units.
Usually I like to use 2 goons and 1 Zealot or 1-2 DT's. This is up to you. Be
sure to have obs patroling the islands and expo's to make sure you know whenever
the Terran is expanding. If he has expanded, make good drops or kill his expo's
as fast as you can. Toss should always try to harass Terran's money as much as
possible.
Scouting:
Toss should always be scouting for Terran's
units, expansions and tech buildings. I like to use probes and observers but
this is obviously your choice. ALWAYS be scouting and have Observers ALL over
the map. I usually like to patrol my observers aorund each expansion so I know
when they have expanded.
Unit Combinations:
To beat a decent Terran,
I normally have a mixture of Dragoons and Zealots, with a couple High Templars
to Psi Storm. ALWAYS carry an obs with your units as most Terran users use
mines/tanks. Micro is very important. Leg Movement and Dragoon Range is a MUST.
Mid-Late game if I find the Terran going Tank/Vult with none to minimal goliaths
I usually tech to Carrier. Your stargates should be hidden, or a spot where your
opponent would not expect. I usually put my stargates by my main Mineral line,
as late game Terran players dont usually scout there :-).
*Make sure to
spread out your goons as they can attack everything and do not run into each
other*
Upgrading:
After your expo is secure, I usually like to dual
Forge (have two forges). I usually upgrade weapons and attack before I upgraded
Plasma Shields because Science Vessels can easily kill Protoss shields with EMP
Shockwave. If you have money at the end, upgrade this. When/If you tech to
carriers be sure to upgrade Carrier Interceptors.
TvP Strats:
Most
Terran players generally try to tech. If you see they get fast gas you know they
are either going double factory or Factory-Stargate. If they go double barracks
they are probably going marines & medics with stimpacks and 1 tank ( this
strat is not used often). Another strat that is getting more popular is the
"Gundam" Strat which is generally 1 bunker with marines, two tanks, mines, and a
couple turrets. When you scout you can usually tell if they have 4 or more
Marines at their ramp. There is also the Mid-Game Tank Push, which in my
opinion, is very easy to counter (24 Zealots, 12 Goons) Also, if you know they
are going Factory-Stargate they are probably going for a drop so make sure to
get 1 cannon and a couple units near your mineral line.
Hints:
1.
HOTKEY, HOTKEY, HOTKEY. Having a non-stop unit production is imperative in any
matchup in BW. Hotkeying helps you get units faster, and keep up your
production. Usually I like to hotkey my Nexus,s 1-2, Gateways 3-8 and Units 9-0,
but this is the fastest for ME, you might have other ones that you like to
use. Use whatever Hotkey's you are most comfortable with.
2. Probe
Production. Early game, the Nexus lights should not be going off. You should
hotkey your Nexus(s), keeping your probe production high.
Well, I hope I
didn't bore you to death. This was my first ever dossier and I hope this will
help you. PLEASE no spam/rude remarks. GL HF and Good Gaming!
07/10 My Protoss Vs Terran Part 1 by eR)RaY
This article has been rated 9/10 (2 votes)
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Most Starcraft:Broodwar and Starcraft players have
realized at this point that you can't be too mechanical or predictable when
playing; otherwise you will find yourself losing to many mediocore opponents
because they know your tendencies and exactly how to counter them. My purpose in
submitting this dossier is to enlighten those in the WGT community interested in
improving their gameplay by hopefully providing a new perspective and opening
new doors to my fellow BW players.
Alright enough with all that let's get
down to business. Although you will find many strategies suggesting a certain
build order, keep in mind it is not etched it stone and you dont have to follow
every step exactly as it comes. In fact doing so might put you at a disadvantage
in certain situations. Positions play a key part in determining how you should
build. I am a protoss player and from my experience I have found numerous ways
in countering each races capability. However I find that rather that countering,
you should always be striving to be ahead of ur opponent forcing HIM to counter
YOU. I'll start with my PvT, probably my strongest matchup. Here are the basics.
Most terrans chose to wall so most likely you'll want to fast core. For those
relatively new to brood war who need some form of structured build order to
guide them i have provided you one but i encourage you to integrate your
own touch and individuality as you see fit. The standard build is as follow.
8 pylon
10 gate
13 core
2nd pylon
goon
This is a good
way to get you started on LT. However, I find it is crucial (and amusing)to
play mind games with your opponent during the match. Micheal Jordan in all his
great years played mind games with all those poor men who had the "honor" a.k.a.
hopeless task of guarding him. Ok hold up by mind games i dont mean trash talk
ur opponent about how newbie or how much of a fat nerd with no life he is
(x17ish insults). No words are necessary at all; it's all in your actions. If u
can sneak in a manner pylon (mess up his gas or block by building a pylon to be
in the way) you have disturbed his ryhthm and a good percent of the time put
yourself at an advantage. However, dont spend all your time trying to mess up
his SCV's block or gas. Remember u had to spend 100-200 minerals for these
distractions and although they will benefit you it is important that your nexus
lights do NOT go off at any time and that your build order proceeds as planned.
Hotkey your nexus and click your base every 11-12 seconds or so to send a probe
to minerals, rally ur probes to a spot that is easy for you to spot and send to
minerals in a heartbeat. Also if your core has warped in already and ur opponent
still hasn't scouted you, (SCV pickin his nose at 9) here is another way to play
mind games. Send 2 probes and place them on your ramp so that a fat SCV
cant get through. I would say 1 probe but of course 1;1 the scv would kill
it.Once ur first goon is out, send ur 2 probes back to minerals and place the
goons mammoth arse on the ramp to prevent any further attempts at scouting.
Now your opponent is thinking.... ( ok what is this P going .....DT? Reaver?
Goon/Obs?). Ok now you have allowed yourself many options. The most likely
scenario is that the Terran is getting nervous and may possibly play a little
defensive (AKA. 2-3 turrets around his CC 1 turret at front, Siege Tanks in
siege mode) since he doesn't know what your going, which is a big no-no vs
Protoss.
Use your opponents actions (or rather the lack of) to your
advantage. Remember that you have the upper hand so play confidently but not
recklessly. Terrans are the kings of comeback and any mistake could cost you the
game. NEVER ATTACK A SIEGED TERRAN UNLESS YOU OUTNUMBER THEM HOPELESSLY. If you
have just attacked a terran and you have eliminated most of his units on
lower ground but there are still 5-6 sieged on his cliff, DO NOT
ATTACK(unless u have shuttles). Take advantage of his defensive play. Retreat
your units to the center of the map and expand over the entire map. Place your
units in effective formations so that if the terran attempts to emerge, you will
overwhelm him with the weight, as well as the deadly position of your war
machine. If you get 2-3 expos going and you are constantly pumping and building
more gates, your win is assured PROVIDED you keep good recon and do not allow
him to expand. Send obs to each island (on LT) and a couple shuttle on hand
in case he attempts to expand there. Limit him to 2-3 bases while u have 5-6 and
do not allow him to expand any more. After u get ur 2nd geyser, it is advisable
to double or triple forge (depending on your cash ) and upgrade as quickly
as possible. Remember to mix in a few DT with your army as they can quickly
shift the outcome of any game. DT are very effective early 12/3 if u can get an
archives without him scouting your base or by using hidden tech. Even if he
makes an early turret, he has wasted 200 minerals he could have been using to
make a starport or a second factory. Your DT will prevent any early rush
attempts (a la Gundam especially), any early expo( simply place ur DT where his
CC would normally go ) and if you camp it in front of his base, you force him to
tech to science vessel earlier which gives u 4-5 less tanks to worry about if u
factor in costs.
150 100 starport 50 50 ctrl tower 100 150 science facility
100 225 sci vessel
400 525 in total
However DT can be easily countered
if scouted, so it is imperative you do not allow your enemy to scout you if you
fast DT.
If you can probe harass long enough to see that he is going 2
factories, ( a very standard build most T uses anyways) goon /obs works adapting
to the units that come out of his factories. More vult you make more goon. More
tank you make more zeal. Remember to mix in high templars.... especially if he
makes the common mistake of grouping his tanks together when he sieges. You can
wipe out 6-7 tanks with 2 storms if he groups them too close together. Goon/obs
is the safest way to go against 2 fact. From here templars (both DT and HT) as
well as speed zeal integrated into your forces and used wisely (which i will
explain shortly) will help you deter any tank push. There are many key factors
involved in being successful vs a tank push. First of all make sure your oppoent
isn't outmacroing you. A good rule of thumb is to have at least 1-2 more gates
than he does facts and that you are pumping out of all of them. Having your expo
earlier than him is also necessary as toss needs more resources than their
terran counterparts and goes hand in hand with producing more units than he is.
Using your units wisely involves
- Units spread out so that they do not run
into each other.
- Try to avoid narrow spaces as goons clog up space
-
Having an obs follow your opponents every movement (his army that is)
-
Goons in back; Zeals in front
- Do not group all your HT togehter as 12
speedy vultures can easily pick off all your sexy stormers in seconds. Rather
spread them out throughout your army among goons preferably since they can pick
off vults easily.
-As previously mentioned do not waste your units
attempting to run him over if he is turtling; simply take over the map. Protoss
units are expensive and you are much better losing as little as possible.
Upgrade early and keep troops alive.
-Micro responsibly, remember that you
have other tasks to take care of... remember that your time is an investment
will you spend it saving a unit or group of units that are likely to die anyway,
or are you better off concentrating your efforts on setting up flanks and
regenerating your army. Invest your time and resources wisely.
-Remember
12/3 if he doesnt block 2 gate zeal will run him over in a heartbeat
-Proxy
gate is sexy but make sure u have 2 probes on ramp to deter him from
scouting your lack of buildings clueing him in on your strat( hidden
DT/reaver or proxy gate).
-You would be suprised how many terrans lose their
wall vs a good goon micoer. Early range harass is my preferred opening and has
destroyed many T's. Keep units positioned in different parts of the map
increasing the chance that they will pick off dropships.
-Shuttle should be
built same time as expo or before.
-1-4 DT on the cliff overlooking ur
nat will deter any attempts at dropping ur nat. Even 2 zeal 1 goon will provide
decent protection vs any combination of units in onE dropship. Keep an obs
camped out in his base if possible to see if he builds more dropships. Build
more shuttles accordingly and research shuttle speed if he continues to build
more dropships.
07/04 PvT Rush Strategy by FoZzY.
This article has been rated 6.3/10 (3 votes)
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A protoss vs terran rush is quite easy. This
strategy does not always work but is always good to use against pro gamers
because in the long run its is most likely they will win. The rush is to build
probes up until ur 8th one is making. Then make a pylon while the 8th is
building after you build the pylon scout for your apponent. Harrass him a bit,
such as taking his gas putting a manner pylon or putting a pylon in his block.
Then buil 2 more probes until u reach psi of 10. you then build a gateway. After
that build probes until 12 psi then build another gateway. Wait for 100 minerals
and build a pylon then for your next 100 you build a zealot. As soon as you
build the zealot you bring 3more probes to your apponents block. attack his
supply depot, or if you put a pylon in his block run throught to his scvs or
take the marine if there is one. The zealot should be ready send it to
attack. Build another pylon and gateway while attacking. Kepp pumping out
zealots until you know he has lost all his scvs or has been forced to make mass
marines. Then you build gas and a cybernetics core. After you build the core
save up for an expansion. Then you make 3 goons and help your zealots that still
should be alive if you have done this strategy correctly and fast enough. By
this time just keep pumping goons with range and probes for your expansion. If
you got your zealots through and done this strategy correctly then he is most
definately dead and you have just done the perfect protoss vs terran stratagy.
06/29 PvT Drop Darks by uN]TolosA
This article has been rated 6/10 (1 votes)
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this is a nice tactic that catchs players by
surprise and sometimes decides the match
1º) pylon 8
2º) gateway 10,
send probe to scout
3º) assimilator-cyber core 12, important to harvest gas
asap
4º) Pylon 15
5º) citadel 17, make 1 goon to block ramp and make
sure no scv go up.
6º) gateway-Robotics-Pylon 19
7º) Temp archive 22
8º) Shuttle 23
9º) 2 darks-Pylon 27, you send the shuttle with the darks
to his base before he got too many turrets/scanner
10º)
observatory-Expansion 31
11º) 2 goons, gateway, obs-speed and an obs 33 you
can annoy him with goons you make
12º) GG
this can vary depends what
terran is doing
06/26 Hallucination: A forgotten Treasure? by Zherak_Khan
This article has been rated 9.3/10 (3 votes)
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Well, I had watched a funny VOD where a guy
hallucinated a few shuttles to be able to drop despite a turretdefence. However,
this is not the important part. It is, however, what set my onto the idea
of using hallucination in battle.
While the efficency of the spell might
be limited, it's certainly fun to play around with, and in some cases it will
prove really powerful. Hallucinations themselves are quite potent, taking hits
and (more importantly) attracting spidermines just like normal units. I'll give
a brief description of the spell for those who might not even know this:
Research cost: 150/150
Mana cost: 100
Range: Dont know, quite high I
think.
Effect: Creates two images of the hallucinated unit (does _not_ have
to be your own). Hallucinations take double damage from any fire, will
immideatly be killed by any spell effects and will vanish after quite a long
time.
I have fooled around with this spell in PvT mostly, yielding quite
statisfying results. It isnt an expensive research, and templar mana is usually
excessive anyway. Well, how to use it? There are 3 ways:
1: Simple
dummies. Just create a few units to send first in to take the first hits and
clean up the mine field. Not difficult to execute and quite potent. You should
hallucinate zealots in my opinion, or archons if there are not many mines, or a
nice combination. Reason:
Zealot: Quite quick unit able of vading 1st into
the mine field, sending them directly through will often trigger the mines in
the middle of his tanks. Beautiful.
Goon: Slow and bulky, will more likely
hinder your own goons from getting to fire by being in the way than help you.
Archon: High HPs, but a bit low speed and large. However, the most important
reason not to use Archons is that neither the real nor the hallucinated
ones will set of mines.
Using hallucination this way takes about 1
second before a batlle, a bit more if you want to set up the formations nicely
for maximum effect. The results are quite pleasing, especially when there are
not excessive splash damage to deal with your hallucinated zealots.
2.
More advanced dummies. This is a bit theoretical, but surely an interesting
maneuver. What you do here is to attack just like normal, but when your templars
get into range, start hallucinating your opponent's siege tanks. Why?
a)
Siege tanks attract fire very well.
b) The hallucinations will already be in
front, taking bucketloads of fire (well, two siege shots at most each...)
c)
The hallucinations will (I am not sure about this) set off any nearby
spidermines. Nasty results.
d) The hallucinations will be very near his
siegetanks and the splash damage will kill his own siege tanks, much like the
spawn broodling spell.
3. Advanced trickery. Use your imagination, or
use your illusion (pimpest plays, eh?). There are no limits to what you can do,
but a few examples:
a) Turning one carrier into an imposing army of 12
carriers. (Will make him pump goliaths like there's no tomorrow).
b)
Attracting hits for your shuttles.
c) Pretending to be doing a largeass
shuttledrop.
Well, whatever you want to actually.
A few things I am
not sure about:
Will hallucinated dark templars be cloaked?
Will
hallucinated siege tanks in siege mode set off spidermines?
Will your
opponent leave immediately when you say you hack and have an army of 100
carriers?
Well, GL, try using this spell for something clever, its not
like as if Blizzard put it there for no reason. And you need not limit your use
to PvT, but Psionic Storms are usually more handy in the other two matchups.
06/22 PvZ Cannon push against fast exp by Belcebubulis
This article has been rated 9/10 (2 votes)
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Imagine, you are zerg who goes 2 bases, your 2nd or
3rd, i don't know which one exatcly, hatchery is going to finish, the same
with your pool. You think you are hella good and you will have advantage against
the enemy toss - having one more exp than he does, you think he will rush
you with first zealot and do some hits to your hatch and then you'll revenge him
with some 10 lings... That's what you think... but the reality is not so nice.
Yes, the zealot has come and is hitting your hatch which will finish in any
moment, but when it finishes you see a cannon hitting you and two more warping
in from protoss homeworld. And after a few abortive attempts to kill this
fortification with zerglings you see that there is no chance to win this battle
and you ask your opponent for revanche.
That would be the best scenario.
So, let's leave the poor zerg and return to protoss.
The build
order:
8/9 pylon and scout with that probe
10/17 gate
12/17 zealot
11/17 or 12/17 you have scouted the zerg and you see that he is doing the
strat you wanted him to do because u luckily know the antistrat.
12/17 forge
and a bit later when you have 100 minerals a pylon nearly his hatch.
Your
pylon and forge should finish at the same time and you put some 3 cannons out of
his hatch's sight.
When your zeal is done, go for the hatch and don't forget
to order another zeal. When zealot has arrived at the spot and given some punch
to hatch, it has finished and zerg now sees your cannons. Killing the first
hatch shouldn't make any problems, just some foolish lings who dies in photon
cannon burst, so you can go further. Usually zerg will have another hatch at the
ramp and with a pair of accurately placed cannons and your zealots expressed
numerically about 4-5 you will manage to kill that too. And then zerg will have
only one hatch and all resources spent trying to break or at least
stop your push. You can expand during this and mass gates then kill the slowed
down zerg.
Some tips:
The build time of forge is longer than pylon's
so the forge must be ordered first.
If you are at 12/3 or 6/9 positions make
sure the overlord doesn't see the forge.
The sight of morphing hatchery is
about 4 matrix patches, so you can lay down your cannons pretty close to the
hatch, just watch out from overlords and scouting drones.
This strategy is
based on zerg expanding before pool and surely won't work on one
base zerg.
Remember that cannon push can be defended by a single sunken
colony, so be fast killing the 2nd hatch.
Do not ever try to pull this out
twice in a row on one player.
And remember that a zealot is always
delighted to do some hits to mutating muscle pile (hatchery).
06/20 1v1 PVP dts by 1ArmedMan
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BUILD ORDER
- 8 probes
- pylon
- scout
-more probes
-1st gateway on 10 probes
-after gateway, 1 more probe then build gas
- when gateway
finishes, build cyb core
- as soon as gas finishes 3 on it ASAP
- 1 zlot
- 1goon
- 2nd gateway around 15-16/17 supply
- as soon as cyb core finishes build goon, stick both goon and zlot at
ramp, and make sure u don't have a probe in your base to see what your going
-3rd pylon, next to ledge
-Right after goon is done, Citadel of
Adun
-build 1 more goon before citadel finishes, and then build temp
archives
*RECAP*
You now have 1 zlot blocking your ramp, stick him
somwhere in middle, so he can block out everything, and 2 goons placed behind
him, u should have scouted ur opponent by now, and know whether or not he is
going reaver or dt or mass goons.
- as soon as temp archives is done,
build 2 dts.
-Go after opponent
Micro is important, if you
opponent has an observatory built, don't bother and kill the building making the
obs, you will not kill it in time, i know from many times expierence. Just get
as many probes as you can. and as soon as he starts hitting your dts, run around
BUT stay in his base. Then wait like 1 min and go get more probes.
GL
and HF with this strat, make sure tho if you give your opponent a rematch, use a
different strategy, this one rarely works twice.
06/19 Art of PvP by GuMMiBeAR
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I find pvp an interesting mu. You can either be
defensive or offensive, both has its benefits and disadvatages.
If you are
defensive, you risk him mass-exping. If he contains you it can be rough. But
what if he does it? I'd say the best thing to do then is to harrass and outgate
him. But if you fail with outgating him, that is if your units dies and he still
manages to has 1-3 exps running, you're dead. But if you harrass like
breeze[akuta] does, then you have a high chance of winning (im not saying that
if you arent as good as him you fail, but you get the point). For example,
against medicore players, i sometimes use this strat:
8: pylon
9/10:
gateway
10/11: forge
i pump probes all the time, making 2-3 zlots and
pylons when needed. then i go nexus. assimilator and then cybernetics core. what
risks do i take now? i take far too many risks. What can he do? He can make
robotics and either drop you with reavers... He can just make a shuttle and
build cannons on your cliff (and the answer is not to exp at your second
natural (if its lt) cuz then he can just attack either your exp or main). He can
simply exp himself and have 3-5 gates mass pumping units. He dont need to exp
and just makes mass zlots. This is risky indeed. But what are the benefits? You
boost your economy like hell. At this point. you make make a choice. You can
either go 3 goons and safe against reaver drop, risking him making cannons
on your cliff. Then you get your robotics a bit later. But what i always
do, is i try to tech fast for high templars. 1-2 cannons and a high templar and
you are safe against reavers... if you are fast enough to storm that is. If he
decides to attack you with mass units and no exp, and you manage to survive,
then the game is practically won. Do not forget, that by fast exping like this,
you put alot of preassure on him, making him sweat a bit. No seriously, you
do put preassure on him, but if he knows how to counter, he counters. When
you do fast exp you gotta scout for exps. If you see that he exps then maybe you
should go so many dragoons and just safe against reavers and safe your cliff?
Scouting is very important in pvp.
So what have i said? Well to sum it up,
defensive is bad. But not all the time. So the thing is to be defensive for as
short time as possible.
This is not a BO that i submited here, this was
an overall look at PvP. So no comments like "LOL what a bad strat!! ill never
use that!!" ok? I'll maybe continue a bit about PvP later... GL.
05/30 pvz zealot/corsair/reaver strat by dildohead
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This strat starts out with the basic 9 gate 10 gate
i usually scout with 8 probe after building pylon scout base farthest away if
overlord shows turn it around toward other base. Try to harass the zerg with
constant zealots build gas when minerals allow if u cant kill zerg fast with the
rush bring em back put on ramp immidiatly build cyber core.
I always go
stargate before robo because of the harrassment and scouting ability u gain from
sairs. When sair gets done send it to zerg base to see wat tech hes going if hes
going muta hold off on robo facility a while and concentrate on sairs
/ goons if u see lurker tech make robo asap if u havent the time to get a
observer make forge before robo throw cannons up around your mineral line and 1
on your ramp. Expand when u feel like u can hold it. BUT DO NOT LET LURKERS
GET TO YOUR PROBES. If this happens you are royally fucked. once your base
/ bases are defended from lurkers make robo.
Make shuttle when its done get
reaver after shuttle then another reaver. U should have the zerg properly
scouted out with your corsairs. When shuttle gets done try to cannon zergs ledge
or harass them with reavers. I'm not going to post my exact builds on here
basically mold the idea to fit your style of play. As the game progresses grab
more and more expos as money allows start getting temps. My 2nd expand is
usually on the island or at my 2nd natural. Zerg containment is also very
key do wat u can to keep zerg from getting more than 2 expos if this happens u
have a very tough game on your hands. If its possible keep them to their
natural and end it early. Don't waste troops if u see u are fighting a losing
battle simply leave and retreat back to your base. You dont have any room for
mistakes playing vs a good zerg player as toss. Basically this strat was written
just as kinda helpful tips while playing toss vs zerg with some incorporated
descriptions of wat i do occasisionally vs zerg well thx for reading plz reply
Peace out yall
04/19 The high templars by SSj_HyDra
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Without question, the most powerful and useful
Protoss unit is the High Templar. It makes up the heart and soul of any Protoss
squad, whether on the defensive or offensive. You can basically fend off
swarm after swarm with just a little bit of micro. High Templars are great for
base defense, but even more devestating if used offensively. High Templars are
great against Hydras and Marines, since psionic storm will easily wipe out the
clustered units. Unlike Reavers however, psionic storm isn’t good for targeting
units up at close range. Speed-upgraded Zerglings will often just charge right
through and you’ll never have a good storm target unless they stop and do
something stupid, like party underneath a Dark Swarm (also known as Bullseye to
the Protoss). This is why it's important to have some ground units to compliment
the HT, since he certainly can't do all the work on his own. But what about
the other spell? When do you use Hallucination? And on what units?
Using Hallucination correctly is an art of its own. Never target units
that have things come out of them (like Reavers or Carriers) because when it
doesn’t attack, the enemy might become suspicious. Good units to Hallucinate are
Archons, Shuttles, and Arbiters. Hallucinate Archons when you want to get all
those Zerglings clustered around a decoy so you can fry them with psionic storm.
Hallucinating Arbiters and Shuttles is a great idea when you need to land your
troops in a heavily defended enemy base. Theres nothing like showing up in a
non-detection area of the opponent's base with 9 arbiters, and only
one of them being the real one. =)
Another cool thing about
the High Templar is that even after you've used up all the energy that you're
Templars possess, if the enemy still remains, you can summon an Archon, one
of the strongest Protoss units. A set of archons can be devastating to any race,
espcially with additional HT support. =) In any case, the High Templar is
absolutely vital to the success of the Protoss, and not making use of such power
is such a waste. So when you get the chance, give them a try and storm away.
Make more than half a dozen if you can afford it, and don't forget to upgrade
the max energy on the HT; this way you can cast spells again and again. And
make sure you keep your Templars in a safe place and not floating around on
the boundaries of your base. They should be used like a queen in a chess game;
bring them out when duty calls. (I usually hold mine near my mineral line or
nexus)
Good luck!
04/21 PvT -- Annoyance and Containment wi... by Centi
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In PvT, one of my favorite matchups, the most
important thing to do is to keep from being contained by a silly tank push, and
the best way to do that is to constantly annoy the terran and contain him in his
own base, while you take the map. Your build order can vary, and I personally
have a couple of different ways to do this, but the main idea is the same; never
stop the pressure.
One of the best ways to keep pressure on the terran
is to harass his wall. If you happen to scout him before he gets his wall
finished, make your second pylon in his wall. If he happens to be at 9 on
temple, you might even get to save the pylon for offensive cannons to humiliate
a poor player. But barring this, the 100 minerals you lose from the pylon,
assuming you let it stay long enough to be fully built and destroyed again, is a
good investment, as it can allow you to zealot rush if you really want to. Plus,
it forces the terran out of his rhythm; he either has to make a marine or pull
SCV's from worker line to kill it; either way will cost him minerals he may not
have been planning on spending.
Past this, everyone knows to raise
hell with the scout probe.
Next comes the first goon. Never let it just
sit in your base; you need it to be at your enemy's base, casually firing at a
supply depot. Even if it does no real long-term damage, the enemy is forced to
deal with it one way or another. He has to repair the depot sooner or
later, and that means wasting quite a bit of minerals. Not only is the scv
spending minerals while repairing, but it's also wasting mineral collection
time. Also with this first dragoon, you can scout to see if he's got up a turret
yet; if not, you should have a DT soon to come, if you built for a DT rush. When
that first tank comes up, your goon should retreat to the enemy expo. If there's
no turret and you built for DT's, you can deal serious damage over the next
minute or two.
Once you have a shuttle, why wait on reavers? That
shuttle doesn't need to just be sitting idle; use it to annoy the opponent. Run
it into their base randomly, just to make him nervous; drop a zealot on his
first tank if there's no other defense. Drop some zealots in and use them to run
up to air defense at his minerals in preparation for a reaver drop. Use it to
slowly shuttle dragoons up to his base at an unseen corner. It doesn't matter
really what you do so long as you do something. Even if all you do is drop a
single dragoon and kill one scv with it before retreating to the shuttle,
you've cost him some minerals as well as concentration, whereas you have lost
nothing.
Keep in mind that just because dragoons are ranged attackers
doesn't mean that they have to attack at range; you can manually move a dragoon,
or several dragoons, right up beside a tank so as to avoid their fire. This will
increase their life expectancy and do more damage to the enemy, especially if
you micro to send each dragoon to a different tank. If you can continually drop
units inside the enemy base and attack him before he has set up his anti-drop
defense around his mins and choke, you will be able to keep him on the
defensive, during which time you get obs and an expo or two.
Never let
the enemy relax; always keep that shuttle busy. If you have ten goons sitting
idly, and you have a shuttle, those goons should be being shuttled to the enemy
base to wreak havoc. Target tech buildings as necessary and take out resource
gathering. If you can kill his first machine shop, you stop him from getting
mines or siege tech. If you can kill his refinery, you can keep him from bugging
you for a while. If you can kill his command center, you've got him paralyzed
for at least a minute. When doing things such as this, try to use the goon's
adaptability; for example, place your goons there beside the comand center until
he sieges tanks to kill them, then pull them towards the tanks, and continue to
target the command center while the tanks are unable to hit you. Force him to
micro every battle so that he's less likely to macro and tend to other burning
buildings. If you're overwhelmed in the base, make your way to another corner of
it if you can, and knock down a supply depot's HP into the red on your way;
you force him to micro to try to kill your retreating goons and he might forget
the depot.
So long as you keep up the pressure, your opponent will not be
pushing you, and might just hunker down in his base. And so long as you can take
the map and fortify your expos, you will eventually run him out of money. And if
he runs out of money and out of stuff, he'll get pissed off and leave.
04/21 PvP Strategy Options by eSsentiaLs
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There are many different options for PvP that you
can possibley do against your opponent. But you must also be very careful
on what your opponent does so you don't get your hands slapped.
If
your opponent 2 gates (doesn't matter how many probes you build before first
pylon but 8/9 is recommended or 7/9) You should 2 gate with him just so you
don't get over powered by zealots. Unless you feel you have good dragoon micro
and build quick enough. Go ahead and build 1gate cyber but that is a little too
risky for the situation.
If your opponent 1gate cybers (8/9 or 7/9
probes) you should probably 1gate cyber or 2 gate "DEPENDING" on positions.
If you both 12 3 on lost temple and your enemy does 1gate cyber, you should
2 gate and get a strong rush off on him.
If your opponent goes for the
fast DT you should 1gate cyber to quick detection then just keep pummeling your
enemy until you over power them with more units/more money/better micro and
macro. You must use a strong multi task in this case, you must watch your
minerals continually but keep hitting the enemy with units and have an obs just
incase he/she really enjoys DT and know how to micro.
If your opponent
goes for 1gate cyber to robo facility you should 2gate cyber and keep dragoons
around your minerals always so they can't fool you by dropping in reavers then
you run your units to minerals then they take your ramp with dragoons. So keep
units at your minerals or even several photons would be a smart idea. Keep them
contained, and expand alot.
There are many strategies that people do,
but these are the main ones I run across. Make sure you always contain them
and DON'T waste units on pointless attacks. Make sure you can always do
damage with the attack, hurt your opponent in any way possible to keep them
under control. Upgrades are quite necessary in this matchup. Contain + Micro +
Macro + Multi-task, if you have all these you will dominate this matchup.
Expanding is important but not as important as it would be in other matchups.
If you have suggestions or comments please email me at
ghostmarine@hotmail.com I am open for opinions. Or just simply posting after the
dossier would be great.
Copyright © 2003 HanYO
04/22 Some Tech Here by YURKA-
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Introduction
Hello People. I have noticed
many people out there playing SC who seem caught in between being a Newbie and
an Expert. This is not good. I think I am pretty good (please, I do not flatter
myself). At least with the bgh map, ladder games are another thing entirely. So,
to help you Intermediate people out, I am going to make some rules to follow for
your and me. Dont just think 'aw, I already know these things,' Knowing about
them is one thing, using them when you play is something else. Lets try to
beef things up here.
1. Scout
The first thing that you should do in
a game is scout. I like to send my first barracks or gateway unit out, but a
probe or scv work better. Why? Because you get them at an early stage. Early
enough to see the roots of there strategy. If you are too early however, then
you only see where he/she is, not what strategy they are using. Sometimes
The enemy is in the last place I look, and that is very dangerous. When I find
him I see his mutas, tanks or whatever and its too late to stop him. if you are
scouting with a probe, scv, or drone, it won't hurt your economy too much If you
decide to scout early. I don't care how you scout, but if you don't you'll
surely regret it.
2.Keep an eye out.
You will want to know if your
enemy has expanded. Make sure you know the map. If your opponent gets an
expansion then he/she will be twice as hard to kill. Send units to the mineral
places to keep watch. Zerg are nice because they can burrow. Also, keep an eye
on your opponent's base. This is easiest with Terran because they have
comstat. If you are not Terran just send some units into your enemy's base,
regardless of weather or not they get killed. If he is building Carriers I think
you will want to know about it.
3.Use magic units.
This is my weak
point. I get lazy and say he's dead, I'll just use brute force. I can think of
soooo many games when some Psi storm would have won me the game. Get magic units
quickly, for example, Psi storm for Protoss, science vessels and Ghosts for
Terran, Queens and Defilers for Zerg. If you rush to get them, however, you
might regret it. Just make it a priority. You probably all know how important
irradate and psi storm are. they stop almost everything. Always have spare temps
or a vessel around to use them. It's always nice to have Broodling as well. How
do you stop Tanks or Templar? Broodling their guts out so they have to replace
them like mad. Don't save making them to the last minite or you will be sorry.
4.Tanks/Reavers/Guardians
In most games, these are essencial to
winning. This is alot more of a strategy than a tip. sheer numbers doesn't
always do the job. These units are too important to just ignore. They are great
because of their range and power. You have to spend alot of time teching for
Guardians so they are a bit less important. The infantry for terran is very
weak. If lurkers, reavers, or hydras are dropped in your base, you may be in
trouble. To solve this problem have a couple tanks spread in your base along
with missle turrets. Tanking an enemy is very important as well. It will stop
large armies of zerg or protoss and will kill lurkers and other things. They out
range every other unit. It takes two Psi storms to kill a tank. It takes two
tank hits to kill a templar. This is very important to know. When large armies
come to kill you make sure you get some tanks to hit the mixed in templar.
Reavers do MEGA damage and nice splash. If you have alot of them, Zerg will
wince every time he attacks you with ground. Personally if I saw a Protoss
player with Reavers, I would be sweating it out. Use ground units for scouting
and defending. Keep in mind a Zerg player can easily out number a Protoss player
so you need Reavers!
5.Upgrade
I used to ignore this rule. I have
changed my ways since then, and I understand the importance of upgrading. During
a very close match, the upgrades will be the deciding factor. If you both have
the same amount of units, but you do a slightly larger amout of damage because
of upgrades, you'll have a much better change of winning. It takes two hits for
a Cannon to kill an unupgraded marine or zergling(ow). If you upgrade, it'll
take three hits to kill them. things are looking better already. one thing
that bugs me about upgrading is if you're in a game where you don't have many
minerals to spare and if you upgrade that means that you'll get less guys,
especially in the beginning. Is it worth it? Depends on the game length.
Personally, I think it's up to you. But upgrading is very important and it
should be done in every game.
6. micromanagement
This is what
seperates the good players from the ordinary. It is early in the game, you and
the enemy each have three dragoons. How do you win? You guessed it,
micromanagement. Highlight all three of your Goons and hold shift. Right click
the enemy dragoons one at a time, and they will each be attacked more
efficiently. Note that the shift command is very important. Of course, upgrades
will help you win too. If a stray SCV comes to your base, you can use
micromanagement to minimize the losses. SCVs are strong. If you don't
micromanage, you could lose the drone it's attacking. Get two drones and run the
one being attacking around the second drone, and it will survive. Say you
are attacking a missle turret with three wraiths. If you move the wraith that is
being shot at and about to die out of the turret range, the Turret will
automatically attack another wraith. then you can send the hurt wraith back in
and continue with the attack without loosing any of your units. you can do this
multiple times if you need too. Micromanaging can be used in a variety of ways.
one of my favourites is 'luring'. If you have a huge army in front of your
base, run your fastest moving unit close the the army and then back to your
defence. A some of the enemie's units will follow. This is fun to do against air
units. What I have told you are just some examples. Another example: you are
building a wall of cannons. Do you really wanna bring your cursor to the build
button then click the cannon button and place the cannon where you want it? Very
time consuming. Instead put your cursor where you want the cannon to be and
press 'b' for build then press 'c' for cannon. This works not only for
cannons but other things as well. Micromanaging can be used in many other
situations. See the bottom of the protoss strategy for more.
7.Be aware
of cluttering
Cluttering is when you keep all your units really close
together. This has its advantages and disadvantages. When you are tanking you
should obviously keep your infantry close to your tanks. But what happends if
they get in a Disruption Web, Psi Storm, or Plague? Ouch. If you clutter your
buildings together it'll be a nice place for your opponent to launch a nuke or
plague. If you have a fleet (12) of Reavers in your base, you may think 'oh nice
no ground is gunna kill me'. once again a good psi storm, insnare, plague,
or emp could get past your clutterd reavers. Maybe you should spread them out.
8.Go to the next level
Don't stick with one particular strategy
for too long. If you decide to use mass Zerglings it may work well for you for a
while but eventually they'll figure it out and go "hey! I'll make Firebats". If
you are smart you will switch to Hyrdas and those Bats will get toasted.
9.Defense
In a well defended Terran base there should be Tanks
scattered throughout, not just at your choke point. Use their range to protect
your whole base. If you clutter your Tanks and your enemy drops, it will be easy
for him/her to find a place to drop outside of your tank's range. If they're
scattered, however, there will be no where for the enemy to land without getting
hit. If you're not Terran, many people will drop you. When they do you'll want
to have lots of movable units to attack them with, and be sure to put some
defence by your mineral line. You won't regret it.
10.Countering
This may seem stupid to some people but it can be helpful in some
situations. if you're playing an allied game against an opponent, you may want
to consider counter attacking as a option. You're playing a game where everyone
has a big army. Your enemy sends his army (and his defence) to kill your allie.
He he he, don't bother saving your allie, KILL YOUR ENEMY. Allie can run for all
you care. If you're in the other position, don't depend your on your allie.
In most games they suck. If you're attacking, make sure you're prepared incase
your victim's allie counter's against you. This is why you should always keep
some units behind for defence. Don't ever waste your attacks. Wait until the
time is right.
11.Expand
If you expand then the game will be yours.
You will have twice the rate of mineral intake then you had before, and you can
support more units. Should you defend a new expansion? It depends. I don't
usually guard expansions because I'm lazy. If you're playing with Zerg, Nydus
Canals make expanding much easier.
12.Keep the pressure on
Don't stop attacking your enemy. Force hm/her into playing defencively. Keep
pushing at the entrance until you see an opening. Eventually the enemy will
crack. In my experence the person who's playing in a more offencive style
normally wins.
04/22 PvZ Strategy by eSsentiaLs
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Here is just 1 PvZ strategy from me today, but this
one will be less general than the PvP strategy options I wrote about
before.
The strategy I'm going to offer is the 1gate citadel to storm or
expo tech. Depends what you want to do and what situation you are in.
For the 1gate citadel to storm you should get a pylon 7/9 or 8/9 with
probes, then scout with that probe automatically. Usually in PvZ don't scout to
the base that is close to you scout to the one that is farther away,
because the Z most likely won't be beside you, and if it is you will be able to
tell with the overlord coming across into your base. Like if you 12, check 9
instead of 3. If the Zerg is 3 just go back and check. Anyways back to the
strategy. after you build your pylon, get your first gate around.. 10/17 or
11/17 depends how quick you are and how fast you want to build zealots to defend
yourself. MAKE SURE YOU BUILD PLENTY! Get a gas around 13/17 and get another
pylon around 15/17. You should probably get a cybernetics core around 14/17 to
16/17 somewhere around there so you can get a quick citadel after it comes out.
If you are having too much money and you can't control just build another gate.
This totally goes off base from the strat but some people can't control with the
1gate citadel. Get another pylon and then build a citadel after you have started
/ finished that pylon. You need to have continual build on your Zealots so
the zerglings / hydralisks can't break through. If you are being harassed to an
extent where you can't barely survive, you should have probably already got a
forge so you can build a photon on your choke. You should also place your
buildings either far away from the ramp or near the ramp. If you are playing a
friend and you know he likes to lurker you should probably build farther away.
After the citadel is done get Zealot speed. Now heres where its your choice, to
get 2 more gates (if you only got 1), DT/Storm Tech or Expand. Make sure
you are continuously checking to make sure your opponent isnt taking the whole
map. Storm is good, but you will probably only need to build 1 more gate,
2gates can support that with decent money control. After you get storm and have
zealots with speed I strongly recommend that you expand so that you keep your
money up. Build photons at your choke and by your nexus so it isnt totally
destroyed if lurkers are dropped on it etc. After it is up and working you
should build more gates for your Zealots and Templars and Archons (if you want
them, it is a good idea.) Make sure you have dragoon range because 3 to 6
dragoons never hurt to have in your attack. Containment is very important and
this but so is macro, the production of your units and the mining of your
minerals is important. Take more expansions than the Zerg so they can't
"overpower you with money." The zerg most likely will have a large force. In the
case they attack with WAY more units than you, have your stormers hotkeyed and
storm behind the units so it is harder for them to run away. But also have some
storming in the front. If you storm behind and they are running in a line the
ones behind the first will get damaged too. But if you are attacking head
on, storming behind will not hurt your zealots, unless the person has
excellent hydralisk micro. Make sure you upgrade in this matchup, upgrades are
very important. Hydralisks rape dragoons that have upgrades, that is why
zealots+storm is used more than straight goons+storm. The 1gate citadel,
dt/storm tech or expansion is a good strategy to use, but it can be also a
very..weak one to use. People who work on this strategy should be able
to do it fine, but if you are trying it for the first time and get your ass
kicked, don't worry about it, it takes time to do properly.
Over run the
Zerg and you should be able to win the game, if not change up what your doing to
like reavers and goons or throw in some dark templars into the mix so you are
always changing and the person can't decide.
If the person mutalisks,
corsairs are always nice to have as a backup or just use archons, photons and
storm, that should take them out. Mass expansion and containment will really
help.
Any suggestions on this? Please post in the comments or
e-mail me at ghostmarine@hotmail.com . If you want more stratgies? or want me to
write one about your particular situation. Depending the matchup I will
probably be able to write a strategy. If your strategy isn't working its
probably because the person you are playing is too good or you aren't executing
yours properly. Anyways, I hope you enjoyed this PvZ 1gate citadel strategy,
more are to come.
Copyright © 2003 HanYO
04/22 PvZ (Reaver Micro) by 1ArmedMan
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Protoss vs. Zerg is one of the hardest known
matchups out there. Zerg can really dominate the game if they want to. If you
want to try and make a fast game with Protoss vs a Zerg then here is my
strategy.
BUILD ORDER
-pylon at 8/9
-gateway at 12/18
-gas
-2 zealots and probes as you work yourself to 18/18
-3 on gas as
soon as its done
-cybernetics core after u pump one of the 2 zealots
-2 zlots done (block your ramp)
-robotics facility
-when robotics is
done, build shuttle
-u should have about 4 pylons or so by now, and 1 goon
and 2 xzlots blocking your ramp
-build reaver building
-upgrade shuttle
speed, and get a reaver building
-build another reaver
-as soon as your
ready to drop, grab a goon and reaver and micro well
-if your first reaver
dies, run back to your base and ur 2nd reaver should be done
-starport (if
you happen to see a spire)
All this should be done with 1 base. If you have
good micro you will most likely be able to kill your zerg's main base without
him doing to much damage to you. This strategy has worked really well for me
before, but I suggest you try it on a non-wgtour game a few times first, to
get the feel of it, and practice your reaver/dropship/goon micro. It took me at
least 3-4 games to et used to these units.
Questions/Comments/Concerns?
Post them below, please.
04/23 Advanced Suttle Micro by Centi
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Note this is not at all trying to suggest a build
order for a particular matchup or even a general idea of what units will be
feasible to have in conjunction with eachother at a given time in any given
game; the point of this is to point out the finer points of the manual part
taken in properly microing a shuttle so as so properly maintain its integrity
for so long as necessary to deliver its cargo into battle and out again, and the
use of units commonly used in them.
The protoss shuttle is the most
expensive transport in minerals, and like many protoss units it has a trade-out
on some great advantages/disadvantages compared to its rival units in other
races. The shuttle is the fastest transport, but it is also the weakest; not
only does it have a lower hp/shield total than the other race transports,
but since 60 of it is shields, that 60 is open to any damage type. All this
taken together makes the shuttle very weak. on the up side it is very fast
and very maneuverable, having fast acceleration and directional changing,
assuming no lag.
How to Drop:
Of course, when you're
using shuttles you're probably planning on using them offensively at least
to some extent, and as such you need to get the basics of dropping down first;
I'll leave it to you to find a suitable location in the enemy base to drop, but
what I will cover is some specifics about how you drop.
First of all,
never ever use the unload all command unless you're just doing it to save time
(as in, you have a probe that just came out of your nexus and you consider it's
a better use of your time to tell it to go mine than it is to manually drop
units) while dropping to a secure location. The reasons for this are many.
Firstly, this gives you no control of which unit lands first. As a basic rule of
thumb, you'd want a unit with full hp to drop first in most cases, so as to
assure that it doesn't die instantly. Secondly, the unload time is slower when
you use unload all; it is faster, albeit only by a few subdivisions of a
second, to madly click on the wireframe models for manual dropping.
Thirdly, the drop may not occur. Sometimes, for whatever reason, an ai-executed
drop just doesn't happen. You may have had the shuttle over an impassible bit of
terrain, or there may have been a lag spike when you issued the command, or
whatever. So the point is, don't use the unload all command.
Secondly,
keep in mind the enemy targeting ai when dropping your units and use it to your
advantage. For example, if you're dropping a mixed group of units from a single
shuttle, you will want to drop a combat unit first as opposed to a passive unit
first. More specifically, you want the unit the enemy ai will target first to be
the first to come out of your shuttle, because most likely your heavy hitters
will be the 'passive' units. For example, say you have a shuttle with a zealot,
a high templar and a reaver, and assuming you were just trying to prolong the
life of your little task force, you would drop the zealot first, then the
reaver, then the high templar.
For reference, the breakdown of enemy ai
is as follows; Combat unit (Listed attack value) > Passive unit
(Non-attacking unit that carries units; carrier, reaver) > Non-attack unit
(unit with no attack value listed; high templar, non-burrowed lurker), and is
further broken down by the amount of damage said target could deal to the
particular enemy unit. For example, a marine is a small unit that takes 50%
damage from explosive weapons; it would target a scout (combat unit with 8
normal ground damage; net 8 damage to marine) before it would target a hydralisk
(combat unit with 10 explosive ground damage; net 5 damage to marine).
Thirdly, keep in mind the damage type of the nearby enemy units into
which you are dropping, especially if you plan to use one or more units as
a distraction for your other units. For example, if you are dropping into a
terran base and it's full of firebats (concussive damage), you would want to
ideally drop a large or medium unit to draw fire, as it would live longer. Using
our Zealot/Templar/Reaver example, you would in this case drop the reaver first,
then the other two in either order.
Fourthly, keep in mind the terrain
of your drop point and how the presence of your units and the sequence in which
they are dropped will affect that terrain. For example, we all know that reaver
scarabs get stuck behind minerals, and can even get stuck behind walls of units.
If you choose to drop behind minerals, you want to make sure that the zealot you
drop doesn't trap the scarab.
How to Keep Your Units Alive:
After you have your units on the ground, you have to worry about
how to keep them alive. Of course this will come down to micromanagement of
those units in most cases, but what I'm concerned with here is how to use your
shuttle to help.
Firstly, you must know how much delay time there will
be between when your units hit the ground and when they will be able to fire
their first shot. This is crucial. I have lost a shuttle before, and its cargo,
because I tried to pick up the reavers too soon before they hit the immediate
threat. Ideally the best way to keep your units from being damaged is to keep
them in the shuttle. To do this, learn the firing delay for each unit, which is
different for each unit, and will vary on your connection speed; your goal
is to make it so that you right-click on the desired unit at such a time as
to make it pop back into the shuttle the very instant it fires. This mainly
applies to reavers, but can apply to dragoons as well. If you can do this well,
you can do amazing things. I was able to kill 2 enemy reavers once with
only one of my own because I would drop my reaver right as they fired,
and pop it back into the shuttle; it would fire and disappear just as their
reloaded scarabs hit the ground where it HAD been a millisecond before. This
works also against tanks; you can, if you time it right, drop a reaver, get a
shot off and get it back in the shuttle before the damage from the tank splash
registers.
Secondly, you need to keep in mind a collective
shield/hitpoint total for your entire task force, including your shuttle. You
can do amazing things with this as well, such as take out 13 marines with
only 2 goons and a shuttle. So long as you make sure you put the
high-shieldpoint unit down first, then the injured one to cover it, you can
keep both alive. And the shuttle has shields too; you can let your cargo
recharge while you run your shuttle around randomly to avoid being hit.
How to Manage the Shuttle:
The shuttle, like every unit, has
a lot of little idiosyncroncies that you must be aware of if you intend to
master its use. The key thing to remember about the shuttle is its rate of
acceleration and its maneuverability factor, but you must also be aware of every
little detail about it, and what it implies to the enemy.
Firstly, you
can use the shuttle as an offensive weapon in and of itself. By an offensive
weapon, I mean that it is a tool by which you can rob the enemy of production
time, mineral use and concentration. If you keep a shuttle near their base, and
randomly run it into their base into a weak spot, they will logically assume you
have something in it and move things to it. Obviously, since the enemy has a
limited total firepower, any firepower moved to a particular spot detracts the
firepower at some other spot, and this can create yet another opening. You can
keep the enemy on his toes by just running a shuttle around his base for
him to chase; while he's doing this, in fear of some uber-gosu reaver micro you
might have, he is most likely -not- telling his new workers to collect minerals,
and might even stop making workers or combat units. Also, it will affect his
calmness and make him more likely to make a mistake.
Secondly, you need
to be aware of how to control the shuttle. The shuttle is quite capable of
hiding a small or medium-sized (as in the unit icon size, not their size in
relation to damage types; for this reference, a small unit takes up 1 slot in a
transport whereas a medium takes up 2) unit in its shadow. If you harass the
enemy continually with your shuttle, he may eventually assume that you're just
using it as a scout and give up on chasing it. If he does this, it's so
easy to just drop a templar under it's shadow and let fly a couple of storms.
Thirdly, keep in mind its acceleration and the ability to execute
'touch-and-go' loading/unloading. By touch-and-go, I refer to picking up or
dropping units while at maximum velocity, and maintaining that velocity
throughout the maneuver. To execute a touch-and-go drop, you just keep clicking
the wireframe while the shuttle moves, but this can scatter them out. Executing
a touch-and-go pickup can be executed to ways; one way is to simply have
all the desired units move to the shuttle while having the shuttle ordered to
take a straight course past all of them; it'll automatically load as it passes
over them, but this requires a straight-line formation. The much more useful way
is to use the shuttle like you use an air unit to do a touch-and-go attack; you
right-click on the desired unit, and just as you get to the point where the
shuttle would slow down to pick up the unit, you right-click past the unit, so
that it picks it up as it goes over it, without slowing down.
Fourthly,
the shuttle makes an excellent airborne distraction for the enemy AI. If you've
got your goons lined up on the attack, and you unload your reavers beside
or in front, there's no need to keep your shuttle idle. Run your shuttle up to
the enemy dragoons so as to draw their fire by being the closest unit to them.
Even if it causes just a couple goons to fire a single shot at it, that's a
couple shots that your offensive units didn't take.
All this
is sorta basic stuff that a person eventually learns from gameplay, but perhaps
I have enlightened someone. If not, oh well; I'm tired and I felt like typing.
Hopefully it'll get posted.
04/26 Miss Used Dark archon by LikeWater
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First of all Dark Archons are cool looking, all
sexyness a side they are also very effective units especaily in PvZ and PvT.
PvZ is pretty obvius to there usefullness MaelStrom is just what the
doctor orderd Vs Mass gouped muta and gouped Overlord dropscombined with storm
or units, might give you the slite edge you need.. altho there is no dening that
this will take more unit control. i have tryed to use Dark archon and templars
in harassment drops it works quite well if you manage to maelstrom alot of
Drones (or other offencive units while you storm the drones)
Some
combonations i have thought about are listed below Please feel free to comment
on them
DA + Reaver//goon
DA + archon temps Zeals
Early DA
+ DT (Mindcontol overlord)
Early Sair + DT Into DA Carrier Web
PvT
This has to be the funnyest match up that Dark archon can be used in.. for
example Mind controling Drops (hard to do but worth it when you get lucky) the
other main reason to use them is when i see a terran fast exp Mass tanks and my
macro isnt going to well DA can mind control one tank in the mass while
zeals get close and half of the tanks get blown up you have to be sure that they
are doing mass tanks first or you will get raped.
P.S if you manage to
MC a SCV why not float to iland and nuke terran, the ultimate humiliation heck
it beats storming his cliff
i couldnt think of many uses for a DA that
are aucly worth teching for, maybe if your vs reaver or temps (feedback)
Remember Post your idea's below this is a stratagy in the making^^
04/28 Protoss defense by SSj_HyDra
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You can always tell a protoss newbie by the number
of cannons he has. A newbie will go out a build a fatty row of cannons at the
entrance to their base...call that their defense and go for carriers or
something else dumb. Needless to say, this triple row of cannons has flaws. It
is easily seseptible to seige units like a tank, reaver, or guardian...and it
offers absolutely no defense on the side...unless you spent even more money
to build cannons along the sides of your base too. But this defensive strategy
will not stop a good player. Even a good player that uses a ground unit like a
dragoon will be able to break a cannon defense with upgrades...because 1 dragoon
can kill 1 cannon (I tried it). Thus, I suggest and alternative protoss defense
that is more versitile...
Templar
The key to the defense of
which I speak is Templar. I recommend having at least 6 templar at each of your
expansions, with possibly more at your main base. And don't keep them all in the
same spot...scatter them throughout your buildings. I usually like to set up a
few cannons (2-3) to soak up damage so my templars are targeted. Just cast psi
storm a few times as the enemy advances and begins to attack your cannons and
you should be ok. Don't waste too much money on cannons though. Try to keep
templar in sets of 2 in case one runs out or gets killed quickly by
brooding or yamato or something similar.
Of course, templar alone will
not be able to win the game for you, so make sure you have a decent unit defense
besides them...just be careful about storming your own army.
Arbiters
Templar aren't the only useful unit
regarding defense...their flying counterpart the Arbiter is useful as well.
While I do not usually use arbiters because of the extreme cost and build time,
they are useful nonetheless. If you're fighting against a zerg player going
hydra, use an arbiter to cloak a group of reavers off to the side of the battle
and you should be fine. Arbiters are also extremely useful against people who
come in with mass amounts of flying units. Not only can they cloak your
templar, extending their life, but with stasis field Arbiters can effectively
cut the opponents attack into 2 separate attacks. This will allow you some time
to get your templar over to where the enemy fleet is frozen.
In
conclusion, I want to say that defense isn't about structures (cannons/bunkers
etc)...it's about units. For the most part, my defense is my offense as well.
Whatever unit you were planning to attack with should be your defense...templar
just boost your ods of winning.
05/07 here goes early-end pvt by ThaMediC
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Hi, for this strat to work you must have good micro
and be a good multitasker.
Ok you start out normally like this
8pylon
11 gate
12 gas
14 core
After that u make a goon
and start harassing the terran wallin if possible.
Before the 1st goon
is rdy u have 200/200 and make a robotic, after that make zeal and after that a
pylon.
It would b nice if ur probe is inside his base and that u make a
pylon next to his fact for a while so that he has tanks a bit later.
After the 1st zeal make another one and a shuttle, after that
another gateway and start making a combo of zeals/goons (btw u never stop the
attack on his ramp)
A little bit before your (rallied to his choke)
shuttle arives u should retreat a bit cuz he has tank. When shuttle arrives u
immediatelly load the 2 zeals and your goon in the shuttle and try to harrass
the tank, meanwhile 2 new goonz should be on their way to the terran ramp.
After the 2 gates, just keep making units but when u have some spare money
make citadel. When citadel is finished u make speed & goon range.
This is the bo, the precise way you execute this strat depends on
the terran strat.
A) the terran goes qexpo: This is the best scenario,
he'll only have 1 fac, the initial rush will probalby alrdy hurt him a bit,
once the shuttle arrives, it will serve as a bit of a ferry to keep moving
your army over his wall, the terran loses 9/10 times.
B) the terran goes
fast tanks drop, kind of the same as above, the terran lacks a good starting
army and prolly dies.
C) the terran goes mass tanks: in this scenario a
quick win will be out of the question, however with the shuttle and the zeal
goon combo u can take him in the open when he attacks.
D) the terran
goes vults: this is also np, get obs after the shuttle and focus more on
the goonz, always block your entrance with a goon.
E) the terran
focusses on a rine/tank/vult combo: this is np, usually he'll get a few
early rines, so he thinks he's safe. The funny part is that 2 zeals own them
with the shuttle so he'll die prolly.
Sometimes this downright doesn't
really work, for example the rush isn't going the way it's supposed to or he
make quick turret @ choke.
Still u have a shuttle, always try to ferry your
entire army into a sneaky corner of his base. For example if he's focussing
on tanks, u can bet ur ass he's gonna attack real soon. When he leaves his
base (offcourse u have a probe scouting the exit) you immediatelly attack with
ur combined zeal/goon force, this will work wonders....
Also never
forget the goonz on his cliff once he has expo end the templar drops
;)
IMHO the toss is the best vs t when u take no such risks as early
expoes and get a loooot of tech really fast. And expo only after u have a
shuttle and a citadel alrdy in place (after the expo u can then lay down many
many gates cuz of the accumulated gas > templars).
This is how you
start out , after that u can do a million things....
but i think this is a
good way to start the game. Plz tell me what you guys think about it, remember u
have to have gosu micro and u must be doing some sort of offensive thingy all
the time (the 1st minutes that is).
thx for this strat SHAO.
05/12 PvT DT Drop by SeXMachine
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Out of using the DT drop vs 7 WGT Terrans it has
only failed once for me.
The build:
8/9 pylon
8 probe
scout
10 Gateway
10-11 Assimilator
12-13 Cybernetics core
14
Dragoon
16 Pylon
If the Terran has is scouting you initally get
Dragoon range until you have killed the scout. Harass with your first dragoon
and start on a 2nd dragoon. once the scout is killed cancel the range
and get a Citadel
It should look like this.
17 Dragoon
19
Citadel
20 Pylon
21 Gateway
22-23 Robotics
23-24 Pylon
25
Templar Archives.
26 2 Dark Templars
30 Shuttle.
At this time
the terran should try to make their initial push try to harass them as much as
you can with the Dragoons but don't lose them.
When your shuttle and DT's
are done send them on a path that will not let them be scouted-killed. Drop
them off in the corner of the opponents base. Head straight for the mineral
patch to find turrets. Generally terrans have 1-2 Turrets which are about 10
seconds to kill but once you have killed them it is gg. Do not them start
building more turrets and if they have mines make sure you spread out the DT''s.
While attacking make sure you build DT's at your base becuase they usually try a
desperation push.
05/13 PvZ vs early exp zerg by 40BelowSummer
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Okay I am writing this strategy assuming that the
player can use his or her own good judgement for chosing when to make each
building. So I am saying there's not going to be anything such as, "8 pylon, 10
gate, 12 gas, etc..."
This strategy is very flexible, and opens up much
opportunity.
Okay the basic strategy is goon/sair/reaver
Make
gate way when you normally would (10 or 11) and then make gas.
Pump zealots
out of the one gate, making pylon when necessary. Make two zeals if you
choose or if you feel the possibilty of a harder ling rush get three.
Make a cybernetics core, and keep pumping zealots out of the onE
gate. When the core is complete, make a stargate and switch to pumping dragoons.
When you can afford, make a robotics facility.
Make a sair, and get goon
range (very important), keeping make sair (I usually get 2-3 at first). When
robotics facilty is complete make a shuttle ASAP. Harass with corsairs, trying
to find overlords. *Hint* if there is an overlord close by, skip past it and go
to his base because he will likely not be able to save the overlord that is far
from home and you get a peek at his tech (hydra or muta).
When shuttle
is half way done,robotics support bay for reavers.
When shuttle is
finished (make reaver) pick up two goons and drop on his ledge behind exp,
this takes pressure off of you at home, from attacks from hydralisk and also
messes up his economy, and possibly forces him to go muta (which is good because
of corsairs). If he makes muta keep pumping sair.
At this point you have
several options. Basically do what you are most comfortable with. If you feel
you have a good defence vs his attack with goon/reaver/3-4 zeal expand and get 2
more gateways with a forge for +1 and a cannon or two.
You can make two
gates pump goons, and remain pumping reavers and try to kill him, or have a
forsure safe expansion.
You can switch tech to zealots with legs,
templar and goons and then expand. (this is more weak because of the switch of
tech, but it can pay off.) This can also be done with an expansion as well, but
you will be left a bit more open.
After choosing your route keep
persisting with the goons on the ledge, trying to keep them alive, as well
as try to kill overlords with the corsairs so he cannot over take your army.
From this point the game is up to you. I usually get an exp with
goon/reaver/zealot, with 2 gates pumping goons. Then soon get 2 forges, upgrade
and get templars with storm with zealot leg enhancement.
Try it out, and
play around with it a little bit. The main things about this strategy that make
it so effective is the fact that the zerg is not in control, because it is
trying to take care of two dragoons on the ledge (if you can get 4 up
there, all the better) while the protoss can expand with out TOO much worry.
Comment on it AFTER you have tried it, and please don't be too
critical. Some people may disagree, but this strategy has worked very well vs a
wide range of players.
05/14 PvZ: 9 Pool by i.sKy)Syntax
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Testie 9 pool Chosen Zerg vs Chosen Toss
{This is to help people understand a couple things about 9 pool, not all
but a few. 9 pooling, to mutas or lurker / ling, or hydra lurker. (Usually with
drop, sometimes without).
Heh, I won't bother with saying stuff about
the timing of expansions, because I think by now most people have a general
idea, and because nearly all games are slightly different to a degree. If you
would like me to post something on that though, please respond to this
post.
(The build for 9 pool that I prefer, is pool, drone, overlord, gas
at 90 / 98 minerals or so, then another drone.) Then I either 6 ling, or 8 ling,
1 more drone. start moving drones off the gas when you have 88. So that you have
104 and no gas mining. This is where you research ling speed. (You can cancel it
if you see fit, and I will describe when to do so.)
(This is 9 pool, to
expansion, which is not always the case in some games. As in some games, you
must 9 pool, and hatch ramp. For instance if the protoss who scouted you built a
pylon on the spot where you would place a hatchery at expo. I may explain
this in a later post. Heh.)
Then more lings until you are sure he can't
move against you and that you will have ample time to drone to get ahead... If
you would like me to post replays of 9 pooling, I will heh. I know I am not
going to explain this as good as I wanted to. Because it is hard to pull all the
thoughts at once out of my head and theres so much to focus on, so I
will just generalize. For in depth, I will try to post something else later. But
I think if there are any FAQ's here (though I doubt there will be ), I will
respond to them in as they are given. =P
(Remember, you always have the
option of lurkers if you know muta just isn't going to happen.)
A:
You're zerg. You 9 pool. He's toss, you run lings around in his base, expand,
now if he doesn't get gas after his fourth zealot, he's usually automatically
dead. -.-v Why? Because 1. His gas is too late to get any real force to stop the
mutas that will come. 2. The time he gets to you with those zealots, you'll
either destroy his pitiful zealot force, and continue to harrass him, he may
have too many zeals, and u can just sunk up (the number varies as the zealots
#'s vary.) and have 2 gasses and block your ramp with the lings you should have,
and muta.
And believe me, archons usually don't come in time, and even
if they somehow managed whether because of spots, because you messed up, or
something funky went on in the game, you easily limit him to one gas
and auto destroy him, and will soon have 4 gas muta, vs 1 gas (maybe 2 expos)
toss at the WORST of times. That's IF you screw up the 9 pool, that is the worst
scenario possible most likely, and it still is auto win easily. -.-v (Remember
to always keep your eyes peeled, sometimes cannons are never in reach of the gas
that you want to destroy, and all they have is zeal / archon.. so you can
sometimes pick off their gas.
(Remember, if he happens to attack your
sunkened expos with archons, and all you have is mutas... use those d**ned
sunkens to focus on the archons! I see so many people focus on the
zealots. Heh, ARCHONS I SAY! So they will be easy pickings for the mutalisks,
or, simply dead.) And because you're zerg and you're likely running around in
his base with the 9 pool, well, need I say more. When they send all their probes
to one mineral btw, please do not chase them and try to attack (I've seen
it happen a little more than i'd like). That's how accidents happen. -.-v And
don't give me crap about 9 pool in 1v1 -.-v, it is an extremely mannered
strategy, that makes tosses shake in their boots. ^_^
BTW, he is
definitely, 100% dead, if he at any point has 6 zealots without gas.
-.-v Gas early. (Don't build more than 6, or 8 lings, else you may find
yourself auto dead. Unless of course you are sure rushing him is an option).
B: If he gasses soon, he is playing the way you expect of him, and
you'll have ols and such in his base and won't care what he does. You are free
to do nearly anything after that, and win. If he goes robo first, auto death to
mutas. Unless the robo is followed by a fast double stargate (this is extremely
rare). In which case you can usually easily switch to hydra drop and get an
extra expo or two. But be careful.
(I also tend to find it annoying when
you can't position ols around their base with sairs about, and thats the time
you want em with those darned speedy shuttles floating around.) But these
players always end up dead so far heh. But they can scare you say .. if you
built 20 mutas.. and he's got 12 sairs.. Don't make the mistake I once
made.. I fought the sairs for some dumb reason. Still won, but scared the nuts
out of me. Heh. Just try and keep those mutas away from sairs, harrassing in
other spots or with the hydras.
If stargate first, (one only)
slower death. You can either have balls like my friend Eugene, and pit muta and
scourge against the corsairs (though I wouldn't recommend it unless your very
confident in youor micro, heh.) Or, you can of course do the obvious lurker
containment, and expand style. While watching islands and templar drops. Which
revolves around hydras, lurkers, and lings, with expansions with drop ability.
Though drop isn't always necessary, it is just good to have incase shuttles. Of
course some prefer to use muta or scourge instead with this strategy, which is
fine if you have the gas. (Killing the observers is one of the main parts
of this strategy, to slow his force from coming out.) (When they go stargate to
citadel, and you have drops, it is usually good to take the islands if you can.)
If Citadel first, slower death. For this, there is usually a mix of
hydra and lurker drop on his cliff, and hydra / lurker / ling containment
on the outside of him. (Works especially good if the toss is unlucky enough
to have the position of 3:00, where lurkers can reach all probes.) Sometimes
going mutas vs these players just isn't the best of things to do. It all depends
on you, and the timing you have for your mutas. But again, I don't
recommend it unless your name is [Blaze]Eugene. Heh.
And seeing as you'd
likely have lings to continually scout him until dragoons come, well, =) You
have some time to see what he's doing. So cancelling buildings for him and
trying to trick you is unlikely. -.-v
FAQ: What if you don't get up the
ramp? Heh, don't worry. First off, you can cancel the ling speed that is
building, for a faster lair if you feel it is to your advantage, and in many
instances it is.
Just keep your lings outside of his base, sacrifice an
ol if he gasses, find out what he is doing. If his zealots make an attempt for
you, and you don't feel you are ready for it.. move the lings around.. try to
make it seem like your going to go in his base.. that way he will leave two
behind to guard the ramp, thus making his force weaker if it comes to you. It
could also make him rethink that move, and want to stay at home. Or, it just may
slow the zealots coming to you. Make sure before you sacrifice, you have an
extra one building of course.. (That usually means u have 2 building.. so
that you just don't have that ol pop up and 'oh nuts.. i need another one
cause i just hit 27/27!) Heh. The sacrifice is definitely worth it, but not
always. Sometimes you just get jipped by a goon before you get what you want
outta that sweet, sweet.
-Testie
05/14 Harrasment. by i.sKy)Syntax
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Heres somthing that has helped me alot in my gaming
and will hopefully help you as well to understand and effectivly execute these
tactics. -i.sKy)SynTax
BratTsunami Says:
What is harassment?
In general, harassment is the use of micro to waste your opponent’s most
valuable resource, time. Harassment is always a cost-effective tactic, because
harassment is all micro. Even though performing the necessary micro uses up your
time, the bet is that it will waste either more of your opponent’s time or be
extremely cost-time effective. There is more than one way to harass an
opponent; you can harass by simply luring your enemy, or by executing a complex
drop while distracting with a group of mutes. I will try to explain all the ways
I can think of to harass someone below.
Peon Harassment:
This is something that someone informed me that I had forgotten, when I
originally put up this section. =P
Well, terran and toss often scout
with a peon very early in the game. These peons can be used to harass the other
person's peons. The first way to do this, is to follow a zerg's peon. If the
drone is going to make a building, you can harass it by getting in the way,
forcing the zerg player to use up more concentration. The obvious (or not so
obvious) zerg counter to this, is to anticipate that his drone will be harassed,
and send a second drone to make the building. That way, the zerg loses no time
in making the building, and the enemy peon's efforts to derail your strat has
failed.
However, there are still a few things that the enemy peon can
do. The peon can attack your drones mining. You either have to hope that your
drone doesn't die until it returns with the minerals, and then run the drone to
another patch, away from the enemy peon, or run it right away. You could attempt
to attack the enemy peon with that 1 drone, but most likely, that enemy peon
will run away without sustaining much damage, and you have lost some mining
time. The enemy peon will keep repeating this harassment, by attacking your
drones and running, until it sees that your lings are about to come out, or it
has almost no health. If you let that enemy peon kill one of your drones,
that is a pretty big loss for so early in the game. Often, when zerg are not
careful, or time something wrong, this happens. I do not advise sending a drone
to ward off the enemy peon every time it comes, however. I think the best way is
just to move your drones to different patches, and hope the enemy peon follows,
so that you can ambush it with 7 drone, and kill it. No matter what, though, you
will lose some minerals and probably a good deal of concentration due to this
peon harassment.
Luring:
Using a single unit to get a good
portion of your opponent’s army to move out of formation can be very cost-time
effective, because whereas you only have to micro a single unit back and
forth, your opponent must do the same for possibly 20+ units. This tactic is
even more effective if you plan to lure your opponent’s army into an ambus. Both
melee and ranged units can be the luring unit, although I find that ranged units
are usually more effective. You can also use this tactic to lure your opponent’s
army away from yours, for the purpose of disrupting his army before an attack.
This way, you can engage two parts of his army separately, and disrupt his
concentration, as well.
Empty lords can always be used as a luring unit.
Simply send them into the enemy’s base, while your real army attacks him from
the front. This is slightly more effective if one of the “empty” lords has
3 lings in it, which are only dropped after your opponent realizes that the
lords are empty, and rushes his army back to his front. These lings serve as a
further distraction by killing farms or peons if possible, while your main force
can either continue to engage the enemy army or run after inflicting minor (but
cost-effective) damage.
Pure Distraction:
Patrol lords over
large distances to slightly within opponent’s base. Every now and then, a red
blip will appear on your opponent’s minimap, forcing him to periodically
figure out what it is. This can constantly waste his attention, while costing
you almost none (you don’t even have to ever look at that lord again after
setting the patrol route). You can even kill two slugs with one stone by
using 1 rally point for the patrol at an expansion that the enemy might take. In
fact, now that I mention it, one of the ways that I scout is to have a lord
patrol from an island to the closest expansion, effectively scouting both bases
as well as occasionally letting me know if a dropship is coming. Even if your
opponent realizes that these lords are always empty, you can still force him to
prepare; all you have to do is stop the patrolling lord, and replace it with a
lord that has 3lings in it, or maybe even 2 lurks. You can possibly catch your
enemy off guard by doing this, because he would not expect an attack from a lord
that he thinks is empty.
Another tactic you can use to waste your
opponent’s attention is further use of the empty lord. Since just about every
gosu player is always careful not to lose peons to lurk drops, fake lurk drops
can often be useful. This is something you can do as soon as you have speed
lords (which I usually get before drop). And since you are doing this before
getting drop (which takes a long time to research), you may be even more
effective than otherwise, because your opponent will go into a frenzy, not
expecting a lurk drop so soon. Or maybe he did expect one, which can
sometimes be better than the alternative, because this means your opponent has
spent a good amount of time preparing for something you have no intention of
throwing at him. At best, your opponent will run all peons immediately (what I’d
usually do) to another base. At worst, you’ll force him to send units away from
his main army to help defend from the possible drop.
Mute harassment is
one of the most common forms of harassment. For those who do not know what
it is, I can explain in three simple words: attack and run. When you have mutes,
you can use them to your advantage, instead of letting them sit idle. The thing
is that mutes are actually terrible units to use in point blank battles; they
essentially evaporate. Mutes, however, make up for this deficiency by being
mobile agents of destruction (usually more distraction than destruction, but the
latter sounds scarier…). All you have to do is move your 12 mutes to the
periphery of the enemy base and then fly in and kill as much as you can, and
then run like hell when the enemy’s army arrives. You do not have to have 12,
but this is just a typical example. Since mutes have 120 HP, and are small
units, they take half damage from goons and hydra, and therefore take a long
time to die, when used to harass only. It is very cost-time effective for
you to run in, kill 3 peons, and then run out again and again. Even if your
opponent takes the time and energy to make his base impregnable to mutes, you
have still gained, because he is now immobile, and you are free to expand. I
have heard (and even seen) mutes being microed so well that there is no cooldown
time after the mutes attack. I believe the way in which you can do this is to
have all the mutes bunch up together as tight as possible (by constantly
apple-clicking or right-clicking the central mute), send them in to attack, get
off one shot and immediately use move-command to run the mutes somewhere
else. I have heard that doing this can sometimes result in zero deceleration if
you are moving in one direction at maximum velocity, then press attack and
run in quick succession. Hydras can also be used to harass your opponent. It is
very common for me to send in a group of 8 hydra into an idle toss army, pick
off a temp, and run. Often, if the toss is gosu, he will see you coming and
either storm you, or run the temp. Even if you do not kill the temp, you can
still use the distraction you cause as a chance to lurk drop one of your
opponent’s bases, or something. Lings can be microed to do the very same task as
hydra. Simply run in, pick off a temp, and run out (if running out is
impossible, then burrow).
Suppose your opponent’s army is coming out of
his base, going to attack you, and you do not have enough time to prepare? Well,
the answer is simple. Use however many lings you think appropriate, and send
them in to the enemy’s base. Usually, you can catch them off guard, and have
them retreat their army. If they are smart, they will keep moving their army
toward you, but because they do not want to fight battles on two fronts,
they will most likely try to finish your lings off first. To keep those lings in
enemy territory alive as long as possible while you prepare for the coming
onslaught, use burrow. You would probably be surprised how cost-time
effective burrow is… it is the best spell in the game.
Dropship
Harassment:
Although this is a tactic mainly employed by terran, toss
and zerg can use it, too. I’m sure that most you readers have played ZvT games
where the terran goes for a fast marine/med drop. And I’m sure that in a few of
these games, you did not have hydra, mutes, or drop yet. This state of
unprepared-ness allowed the terran to move his dropship to random locations,
drop his 8 m/m, kill a few lings or drones, and run back into the dropship. I’m
absolutely sure that if this has happened to you, you felt that it was such a
bother having to deal with this. Well, that is precisely what dropship
harassment is about: inspiring such aggravation that you no longer wish to play
. Toss can easily use shuttles for the same purpose, albeit with magical units
instead of ranged attack units (temp drops can be even more annoying).
Well, zerg can do this too. Since zerg are so thankfully mobile, it is
rather easy to load up 6 lords of 24 hydra, drop these in the enemy’s main base,
do some damage, and then run back to the lords and leave. This is even better if
performed against a zerg or toss who have no antiair. Under these circumstances,
you can do exactly what those annoying terrans do to you. If you are feeling
exceptionally cute, you can even defiler drop your opponent’s base, plague
whatever you can, and run.
There is no real key to dropship harassment.
All you have to do is keep the dropship away from antiair, and you’re done! This
tactic is almost always extremely profitable.
Replays are the best way
to teach any tactic, and when I have submitted all my replays to a GOOD replay
archive, I will link to the replays that illustrate the tactic best (and worst).
Also, should I think of any other forms of harassment, I will be sure to post
about them.
-BratTsunami
05/18 PvT - Scout/Reaver strat by CopLin)Shayy
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This strategy will not contain precise build orders
nor it will explain all the things that can happen while you do a Scout rush
followed by a Reaver drop. My dossier is only going to give you the idea of
how it can be done and the way I've been doing this myself.
That's right. I
haven't seen anyone do this but i've won much stronger opponents thanks to this
and if you do everything as I say i bet you will succeed as well. So here goes.
The Basic Idea
So what we are actualy going to do is : zealot
rush followed by fast scouts and after a reaver drop.
Build and the 1st
part of the strategy
Do the standart 8/9 probe pylon, go for 10/17
Assimilator and 11/17 gate followed by a 12/17 Cybernetics core. When you have
13/17 probes, three will allready be mining gas. You will have 10 probes of
which you should send 2 to the ramp so opponent couldn't scout (this strat is
for LT, block the entrance). Watch the minimap because if you don't micro and
SCV comes, your probes will just move out of the way. You can't let this to
happen. When yo start building Core, build a zealot in you Gateway. As soon as
the zeal is finished, try to attack the terran to make it look like you are
rushing or at least harrass him. Damage some buildings. If he has marines. Move
the zealot away and attack after a few seconds again. This will play on his
nerves as well as draw away his attention. Now what we need to do is go dual
stargate after the Core is finished (without the goon) and build 2 scouts. As
soon as they are finished, rush to terrans base and start killing SCVs. If you
manade not to let him go antiair (by killing SCVs building Engineering bay or
Armory or Turrets) then make more scouts and kill his SCVs. He will not probably
continue making tanks/vultures if had been doing that before but it is however
possible that he will rush his ground force towards your base. In this case
making a few more scouts at home will help too. Micro your scouts (against
rines) and probes and the zealot which you should have moved back to your base
after a short harrassment to defeat his push and if you do that he will most
probably quit because if he pushes that means it's his last hope which means he
probably has no antiair (you haven't let him get to it) and your 2 scouts at his
base has killed most of the SCVs.
Second part (if he manages to defent
against scouts)
Any average terran should be able to defend against your
scouts although you will ruin his plans of any kind of push or quick expo or
something. He will have to use a lot of minerals along with SCVs to do a lot of
antiair.
I believe most terrans will build turrets because they should have
the Engineering Bay done by the time you attack with the scouts. Now comes the
second part of the strategy. If he didn't attack you with all his ground force
(and lose it to the scouts at your base) and left the game allready. If he
hasn't been defeated by you keeping your eye on his base and not letting
him to build any turrets (killing SCVs) then the situation should be as follows:
You didn't need any extra scouts because you saw he will manage to defend.
He didn't send his ground force to your base because he knew you could
defend.
He is turtling in his base, gathering force, building SCVs because
he has definetly lost some.
What you should have actualy done is go Robotics
while the two scouts were building. If you didn't make extra scouts then you
should have build a Shuttle along with Robotics support bay. You should have
started building your reaver or at least you start building it now. After your
first attack he will probably have turrets guilt at random locations throughout
his base which makes it hard for shuttle to survive untill your reaver can be
dropped at SCVs. Now send a scout in his base to see the locations of his
turrets and find a way to deliver your reaver to the SCVs. Now you know what has
to be done. He will probably not have a tank sieged at the SCVs for protection.
He would rather be wainting for a powerful ground attack and gather his force at
the entrance of his base. This means you should have time to fire at least 3,
maybe more shots with your reaver. If all goes well and your micro is good then
that should be enough to kill around 2/3 of his SCVs. Now he is fataly wounded.
He has spent a lot of minerals on turrets, he has a little ground force and
almost no SCV. I would say you are in a better position. Go on winning.
Mistakes you could do and questions I could answer
First of all.
Don't forget your probe production while microing and doing all these smart
stats.
After the innitial rush keep your zealot outside his base to kill any
marine scouts.
Keep your entrance blocked with porbes not to let in any SCV
scouts.
After the rush keep your scouts patrolling outside his base so he
couldn't move out his force safely.
Do not let him go Cloaked Wraiths. You
can do that with your scouts. Keep killing SCVs which are building something.
That is your main target and that is the way to keep him off getting fast anti
air.
He will be afraid to move his force to attack you. If he does, make
more scouts before reaver.
There is only one thing which you will
lose to no matter what - marine/medic rush. Morale - keep scouting yourself and
be ready to change your tactics.
Pop up another Nexus while building reaver.
After do more gates and keep making probes(no matter what) so you would have
enough for 2 mines after your second base is finished and you could start
production in the gates you have build while going 2nd nexus.
This does
work. Try it out. You can always change something to make it work better.
I
have thought this strat by myself although i after heard some people say they've
seen something similar. This is a gosu strat, requiring a lot of micro and some
timing.
Practice makes perfect.
Enjoy, Edgars "Shai'tan"
Vilums
05/23 Dark Templar Rush by Phernando
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The Dark Templar Rush is fun, but you must scout
well. While some may argue that the following build order is not a rush, I
highly disagree. It is a build order which wastes no time and gets Dark Templar
extremely fast. I'd like to think it is the fastest Dark Templar Rush build
order but I can't say for sure. This rush is higly effective on the Terran
and the Protoss but I do NOT advize it against the Zerg.
Build Order:
-5-8/9
Build Probes
-8/9
While 8th Probe is built has a Probe
build a pylon
-8/9
Build Probe
-8/9
Have probe build Assimilator
-10/18
Build a Gateway
-12/18
Build 2 Probes and move them to
gas
-15/18
Build Cy Core and 2nd Gateway
-15/18
Build Probe and
move to gas
-16/18
Build Pylon then 2 Zealots to block ramp
-20/26
Build Citedal of Adun
-20/26
Build Probe and move to gas
-21/26
Build 3rd Gateway and Templar Archives
-21/26
Build Pylon and start
building DT's
It is very important that you scout well enough to realize
whether you're rush is going to be successful or not. Hopefully, you're 2
zealots can keep you're enemy from scouting out you're tech. Also, try and build
your structures in a place where your opponent cannot see them with a scan. You
should attack when you have 3 or 4 Dark Templars. Be sure to spread them out so
that if the Terran does happen to have a Comsat Station, one scan will
only be able to detect one of your DT's. Remember that Comsat runs out
and so it isn't a real threat as long as you keep your DT's moving. If a Terran
does have Missile Turrets, you're most likely going to have to scrap the rush.
However, DT's are always great for containing Terran forces, and until they get
Science Vessels, you should be able to lock them inside their base. Be sure to
tweak the build order if necessary.
Good luck.
05/27 P v T strat by loki®
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Well, this one was i think in the forum anyone
saw it ?
Ok you start out normally like this
8pylon
11 gate
12 gas
14 core
After that u make a goon and start harassing the
terran wallin if possible.
Before the 1st goon is rdy u have 200/200 and
make a robotic, after that make zeal and after that a pylon.
It would b
nice if ur probe is inside his base and that u make a pylon next to his fact for
a while so that he has tanks a bit later.
After the 1st zeal make
another one and a shuttle, after that another gateway and start making a
combo of zeals/goons (btw u never stop the attack on his ramp)
A
little bit before your (rallied to his choke) shuttle arives u should retreat a
bit cuz he has tank. When shuttle arrives u immediatelly load the 2 zeals and
your goon in the shuttle and try to harrass the tank, meanwhile 2 new goonz
should be on their way to the terran ramp.
After the 2 gates, just keep
making units but when u have some spare money make citadel. When citadel is
finished u make speed & goon range.
This is the bo, the precise way
you execute this strat depends on the terran strat.
A) the terran
goes qexpo: This is the best scenario, he'll only have 1 fac, the initial
rush will probalby alrdy hurt him a bit, once the shuttle arrives, it will
serve as a bit of a ferry to keep moving your army over his wall, the terran
loses 9/10 times.
B) the terran goes fast tanks drop, kind of the same
as above, the terran lacks a good starting army and prolly dies.
C) the
terran goes mass tanks: in this scenario a quick win will be out of the
question, however with the shuttle and the zeal goon combo u can take him in the
open when he attacks.
D) the terran goes vults: this is also np, get obs
after the shuttle and focus more on the goonz, always block your entrance
with a goon.
E) the terran focusses on a rine/tank/vult combo: this
is np, usually he'll get a few early rines, so he thinks he's safe. The funny
part is that 2 zeals own them with the shuttle so he'll die prolly.
Sometimes this downright doesn't really work, for example the rush isn't
going the way it's supposed to or he make quick turret @ choke.
Still u have
a shuttle, always try to ferry your entire army into a sneaky corner of his
base. For example if he's focussing on tanks, u can bet ur ass he's gonna
attack real soon. When he leaves his base (offcourse u have a probe scouting the
exit) you immediatelly attack with ur combined zeal/goon force, this will work
wonders....
Also never forget the goonz on his cliff once he
has expo end the templar drops ;)
IMHO the toss is the best vs t when u
take no such risks as early expoes and get a loooot of tech really fast. And
expo only after u have a shuttle and a citadel alrdy in place (after the
expo u can then lay down many many gates cuz of the accumulated gas >
templars).
This is how you start out , after that u can do a million
things....
but i think this is a good way to start the game. Plz tell me
what you guys think about it, remember u have to have gosu micro and u must be
doing some sort of offensive thingy all the time (the 1st minutes that is).
05/28 Classic Reaver Drop by Phernando
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Although some argue that this strategy is best
against a terran player,I disagree. The arguementis that a terran, under most
circumstances doesn't havethe proper defense in placeto defend this action
early.I will say one thing, bunker.I find that a bunker placedin a mineral
line is all the defense needed to defend againsta reaver drop. Also any player
getting fast wraiths will easily defend a reaver drop.As with any strategy there
are risks, however if you practice the following, you will be equipped to add
this dreaded strat to your games repertoire.
>>
Build
Order:
-7/9
Pylon
-9/9
Gateway, then send this
peon to scout
-10/17
Assimilator
Now be sure to continue
pumping probes so you will have the economy needed to support this action.
once the assimilator comes online send 3 probes to start mining. And
it houldn't be too long before you have
>>
4 probes mining
gas. -12/17
Build a zealot
Assimilator should warp in at 14,
move 3 probes to gas
-14/17
Pylon
-15/17
Build a
zealot, save money to 200
-17/25
Cybernetics Core
-18/25
Should have 4 probes on gas by now, build a zealot
-21/25
Build a robotics facility and another zealot when you have 150
-23/25
Pylon, build robotics support
>>
From this point out you can do several things. Some people like to get 2
reavers then attack, I don't like to wait that long. I generally load up 2 zeals
and a reaver and I'm on my way. I have even built a 2nd robotics facility
so I can pump the reaver and shuttle at the same time. I also prefer to perform
this strat when I have a single ramp into my base, such as on Lost Temple.
I've also been known to use a shield battery to hold my ramp against an enemy
rush. Speed is the name of the game when it comes to a reaver drop and the
faster you can pull off the drop, the more successful you'll be. Practice,
tweek, make it work for you and let me know how it goes.
Strategies
for all new or no......
07/13 PvT Fast CC Counter by MeTaLLicA
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PvT Fast CC Counter
Protoss vs Terran is my
personal favorite match-up. It requires alot of thinking and you are presented
with many options as the game rolls along. DTs, reavers, Carriers, Goons,
Arbiters ect ect. PvT can require quite an arsenal from the Protoss player.
Terran players these days are doing the 1 Factory Fast Command Center build vs a
Protoss player. A build becoming more and more common. A build I am now seeing
more then the 2 Factory build order. In this Dossier I will attempt to explain a
counter I use against this lethal Terran Build on the Lost Temple. A
counter if done properly and with proper scouting can prove effective.
The Early Build
8 Pylon
10 Gate
13 Core
Start off
with the standard probe scout/harass to Goon rush. If your goon rush fails
immediately get a Robotics facility and a observatory. Scout the Enemy Terran
with the Observer. If you see the 1 Factory Command Center build throw down 2
Nexus's. one at your Natural and the other at your mineral only.
Seeing the 1 factory Command Center build will tell you he is going to tech to
heavy metal and push hard against you with Vultures, Mines, and many Tanks.
Always keep an Obs close to your enemys units to see when he will begin his
push.
Now spread your probes between your 3 Nexus's and start warping in
more gateways. You should have 2 producing Goons/Zealots up to this point. Some
Cannons around your nexus would help against Vulture sneaks also. Now that you
have 3 Nexus happily harvesting minerals you should be able to produce at a very
fast speed. With many Zealots, the ultimate Terran push breaker. Have Observers
scattered across the map. Make sure to contain him well.
If your Terran
foe starts his push earlier then expected use what you have to attack the units
before they are set up. With your Observers you should be able to see when he
will be moving in to start his push. It is in my experiance that Terran players
wait for a relatively large army before they begin. Your Terran foe will have
5-6 factorys running. Multitasking is key for your survival as a Protoss player.
You must Macro and unit produce and a fast rate. With all the minerals
harvesting you should be able to have many gateways producing Zeal/Goon.
When your Terran foe starts his Push make sure to flank your units. Try
to attack from all sides making it alot tougher for the Terran to kill your
attack since most terran players lay mines infront of the tanks and not around
them. Make sure to attack the push before it is set up. With your Obs this can
be done, If it doesnt remember to flank and make sure to send maybe 2-3 Zealots
ahead of your attack force to clear as many Spider mines as you can.
Dont stop your Expoing there. Keep expoing around the map. Take other
Mineral onlys. Use Photon Cannons to protect against Vultures and your
flanked army against tanks that may want to hit it.
Shuttles you will
need. Shuttles can be used to drop zealots on sieged tanks when you attack
a push. Doing this will attract fire from other tanks on top of tanks.
Friendly Fire. Shuttles will also be needed early game to keep your Cliff safe
from drops when playing on Lost Temple. Shuttles can also help you create
an Island base and maintain it.
Extra Units.
If your game goes
on to be a long 25+ game it would be wise to use Units such as Carriers and
Arbiters. If you continue to expand you should be able to have the resources for
these Units. Arbiters can be obtained earlier if you so desire.
Arbiters
Arbiters can sway any battle your way quickly and easily. There ability to
cloak units within a certain range make them priceless. And If researched they
have other abilitys to make the Unit a game changing unit. Stasis Field can be
incredibly usefull against Clustered tanks. It also can be used to stasis your
own units to block a ramp. Recall can be devastating against a terran Pusher.
Most Terran Pushes require all units in the push leaving their base wide open. A
Recall on top of an Empty terran base is priceless.
Carriers
The beloved Carriers. I do not to explain anything about these sexy units.
Build ~6 and with your units you should be on your way to heavan soon, or
atleast to the victory screen. Mayham from the skys, those pesky pesky
interceptors.
Conclusion
This Dossier revolves around countering
and dealing with a Terrans 1 factory Fast Command Center Build. With a Double
Nexus Build you are able to produce quickly to break the Terran Push. Early
scouting is extremly important. If you go Double nexus vs a 2 factory Terran you
are in big trouble. I recommand only doing this vs 1 factory Fast expanding
terrans. This has worked for me many times and I hope it will help you and work
for you. Remember to Flank and continue your pursuit to expand. Thanks for
reading my Dossier.
07/14 AniMe's APM/Multitasking guide. by Ada-
This article has been rated 5.5/10 (2 votes)
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AniMe's APM/Multitasking guide
The latest
trend seems to be BWChart. A small application that analyzes the data in a .rep
file and displays a diversity of information in graphs and staples. Your "APM",
your "actions per minute" shows you how many "valid" actions per minute you've
done. In an average of the whole game of course.
APM, why is it a
measurement of skill? Why is it not?
First and foremost fast hands are
not an obstacle for any player. If you got fast hands, and know what to do with
them you can improve your multitasking a lot. By optimizing your hotkey
performance and mouse aim with alot of practise you should notice drastical
improvements in your ability to handle a lot at the same time. APM does not
equal skill, but an individual with a high APM but poor skills posses more
potential than someone with poor skills and without the high APM. The bottom
line is: High stable APM measure a potential skill or in fact skill.
APM, why are no pro-gamers below 100?
Well this topic has been
discussed and I discard most of the arguments as feeble attempts to throw dirt
at Koreans. The reason why no pro-gamer got an APM lower than 100-120 is in my
belief due to the fact that even if your 90 APM is based on efficiency you
will still not be able to keep up the pace in long battles where your attention
is required more or less everywhere. Let me give you an example: Person A got
about 200 APM while person B is around 80. In a long game where person A got
around 25 gateways and person B got around 25 factories, all spread around over
the map, person A would with his swift movements be able to order his gateways
to produce in a very short ammount of time, while person B however would require
more time to order all his factories to produce which leaves less for other
actions such as dropping, sneaking, micromanagement, you name it. Person A would
however have the upper hand in these cases.There are exceptions. Exceptions
because BW is a very diverse game which requires multiple talents; adaption,
knowledge, macro... While high APM makes certain tasks a lot easier it does not
guarantee you a win if your opponent is smarter than you.
Multitasking,
how can I improve it?
I would say, in order to improve your multitasking
skills, the ideal way would be to play a lot and incorporate alot of hotkeys and
swift mouse movements into you playing. This however sounds easier than it is.
In the start you will think "This is no problem.", but when the game is starting
to get hot you will notice how you're frequent clicking will cease and you will
watch the battles, you will take your time to browse the map etc.
Umm
how do I know what to hotkey?
I'm no expert in the hotkey area but
generally you should hotkey a building in each of your bases where you produce
units since those are of great importance. Instead of scrolling towards your
bases/units, double click on the hotkey to immediately have your screen
centered on the hotkeyed building/unit.I am a Protoss player and I always
hotkey one gateway in each of my bases.
Why not hotkey all
gateways?
This is where mousespeed comes in. If you hotkey all your
gateways you will not have enough hotkeys for your units or other things that
may require a place on your keyboard. If you have a base where 6 gateways
are located, hotkey one and when you want to produce you quickly tap the
hotkey two times to have you moved to the gateway. You will then produce from
that particular gateway and with swift mouse movements and proper aim you will
have those other 5 gateways producing in an instant.
General hotkeys?
Yes, remember to use hotkeys to produce units rather than your mouse. It
is more efficient and will boost your multitasking skill as well as your APM.
However I do believe that the mouse should be used to produce several units, for
example "Probes", instead of moving your hand to press "P" you have the mouse to
produce. You earn perhaps a 1/4 of a second but in the end you will find it more
useful.
Umm my graph on BWChart shows that my APM is VERY unstable
and my APM +/- is very high.
Yes, this will most certainly occur to all
players who aim to improve their multitasking fast. It will stabilize in time.
The reason why it's unstable is because you're not used to playing like this.
one moment you click like hell then you forget about it. Also you tend to
get slow when the game "grows big". Don't worry, just try to make it a habit,
not something "I must remember gnnnh..."
Note: This guide does not apply
to "freeclicking" ( i.e when moving a unit and clicking 10 times rapidly on
his goal ), only "valid clicking".
Written by: AniMe[aNc]
08/06 Reavers in PvP by WhyMeOhGodWhyMe
This article has been rated 7/10 (2 votes)
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PvP reavers
I am going to write this dossier
about my favorite unit the reaver and the different ways it can be used for pvp.
For reavers in pvp there are three maine builds:
the first build:1 gate
robo, here u start out as usual 8 pylon, gate, gas,core. while the core is
building u should make another pylon in a hidden place inside ur base and when
the core is done u make the robo there so that it will be harder for him to
scout what ur doing. when the core is done u can either first make a goon or
make the robo first cause u probably won't have enough gas for both. I usually
make the robo first then start pumping goons from the one gate.when robo is
done u make shuttle and when shuttle is half done u start making the support
bay. The support bay should be done at the same time ur shuttle is so u can
instantly start making the reaver. once ur reaver is done u can choose to
either dropp at his minerals with 1 goon 1 reaver the idea with that is to get
the fast possibly dropp and when he gets units there u should make sure he fires
at the goon giving u time to get off a few more shoots or flying away with the
reaver or u can wait to get 2 reavers and then dropp. If he's allready got a few
goons there to defend then u should try to fly in from an angel where he can't
attack u instantly and try to get off a few shoots at the probes. It's very
important that u don't loose that shuttle cause then he will have a lot more
units then u and u'll probably be dead. However if ur dropp succeded u should
have a great advantage and u have several options on what to do. Either u
make more gates and try to kill him off quickly with ur stronger economy or u
expand right after ur dropp cause he will probably not attack right after his
economy suffered great damage which is my favorite option.This build is a bite
risky cause u might loose to an early rush unless u got extremely good micro or
he attacks to late so u get that reaver out there but it's the fastest way to
get a off a reaver dropp so the chances he'll scout it are lower.
The
second build: 2 gate robo,here u start like this, 8 pylon, gate,gas,core,gate.
It's the same starter as the normal 2 gate goon build and u do the same stuff as
then untill u make that robo u usually make for observers u also make reavers
from. By this time u should have enough probes to support both robo and 2 gates
the advantage with this build is that u can start out the same as usually and
see what ur oponnent does before u deside what to do and u won't risk loosing to
a rush as easy and cause the dropp is so late ur oponnent will probably think u
aren't dropping reavers but making 2 gate goons. The down side is of course that
the dropp gets later and u will get up your first expansion later then your
opponent if the dropp failes so then u'll be in a very dificult position. The
dropp should be done the same way as described above but preferbly with 2
reavers killing more probes. This will disturb ur oponnent who probably is
making his first expansion allready loosing a bite of economy for the time
before he gets up the expansion and he won't have enough probes to let of 12~~
to his expansion so it will take more time to get that working. After u made ur
dropp u got the same options as above, expand or attack here however i prefer to
attack because u will have the same amount of goons if not more + 2 reavers and
a shuttle giving u a very high chance to kill him off.
The third build:
1 gate dual robo, I actually don't know this build very well because i haven't
used it that often. u will start off as in the first build just another robo
after the first. With this build u will want to harras ur opponent all over the
base and probably kill him of quickly with reavers because u will have very
little other units and it can be dificult to keep up ur economy with this build
because the reavers are very expensive.
Late game: for late game u
probably won't make that much reavers but rather massive goons but using the
reavers to defend. The reavers r also very good at killing of zealots because of
the splash damage and that the zaelots will be in 2 or 3's attacking the goons
just having 2 reavers behing ur dragoons will make a great difference in killing
of zealots giving u another great advantage if ur opponent makes many zealots
together with the dragoons.
hf using these strategies and I hope i have
at least gave someone a better idea on how to use reavers in protoss vs
protoss
MaTRiX[SiN]
08/23 PvT Anti-Gundam Rush by CrazyCrazySCV
This article has been rated 5/10 (6 votes)
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Hi i made up this strat and i found out its pretty
cool !!!
well everybody knows what a gundam rush is right??
contain type
attack with 4marine/bunk/turret/1 or 2 tanks
and it seems its a pretty good
one to
so i found the counter
when ur scouting with ur probe and u
find him going gundam rush ( if he got 4 marines )
then go to another expo (
he is on 9 u on 3 then the probe goes to 6 )
make there 1 pylon
and 1 gate and only pump zealots from there
in ur main you go only
tech to DT Drop fast and rvr drop
so 1 shuttle full with dt other with rvr
and goon
in that time he probably made a good containment field already so
then you go already dropping him
make some goon/zeal
but just before u
are dropping him attack him from the backside with your mass zeal
that u had
by the 6 expo but then at the same time you drop him and kill his CC and the
reaver kill the SCV
in that time he is or probably building another CC orhas
to already built another one
but that would buy you enough time
since his rush must already be defeaten and in that tiime u can bash him to
ground
know i'll tell the bo more precise
7 probe
8th probe makes
pylon and goes scouting
9th probe makes gateway+assimilator
10+11+12th
probes go mining vespene
for the rest keep making probes so they can mine
send probe to make core
scout probe has scouted and makes pylon+gateway
and continous zeal pumping ( 14 would be enough )
in that time you have
enough vespene voor citadel and robotics fac. then you upgrade and make when
citadel is done research speed lots and make templar achieves
when robotics
factory is done u make robotics facility in robotics factory u make 2 shuttle (
and later 1 rvr )
send probe to make another game while templar achieves is
being warped
then from ur 2 gate u make first 4 dt then 5 goon and for the
rest mixes with zealot
then u prepare drop
and do what i told
if u
do this correctly
a gundam rush will be annilahted
well hope u use
it
bye
08/23 PvT - Advanced Early Play by Reno
This article has been rated 4.8/10 (5 votes)
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Ok, I'm sure you all have your build orders for the
start but this is the one I use and it's probably the most efficient
one. As soon as the game starts try drag all 4 probes onto 1 mineral
block, then start to drag each probe on different block this way you get
the 5th probe without wasting any time waiting for more minerals. Do the
standard 8/9 pylon and start to scout for enemy. At 10/17 get gateway and gas at
12/17. Gas at 11/17 only slows your probe production down even if you think
u get more gas doing it you can't use it all with the slow mineral income rate.
14/17 get core and queue up probes to 15/17 and build pylon and build probes to
17/17. Ok, by now you must have found that terran user, as soon as you pass the
building supply block try and kill scv killing it, if other scvs rush to kill
the probe just run around in base with probe. This way you have disrupted the
opponent's economy already since the scvs chasing you are wasting time not
mining and plus the building scv is also. Ok, by now the core and pylon should
warp in right at the same time if done correctly, start building 1st goon (i
won't mention exact psi anymore). REMEMBER: Never stop building probes!! And
build pylons when only 2 psi is left. When you have enough resources start
building a robo and queue another goon up. As soon as the goon pops up just rush
and attack the enemy block and do the same with the next goon. If he went fast
vultures, he will be screwed already since he can't possibly defend well, so he
will bring about 4 scvs to repair or more and his economy will be further
screwed. If you break the block just go in and destroy as many scvs as you can.
If he went fast tanks, his 1st tank will pop up just as your 2nd goon arrives,
so just run back outside his base and stay there with your goons so you can kill
scouting scvs. Make sure you have a probe at his natural so you know when he
expands. Right, at base build a shuttle as the robo warps in and start building
1 zealot, then build a robotics supports 1/2 way through the shuttle production
and build a pylon early. As shuttle is done pick up those 2 goons and drop then
in his base and try and kill atleast one tank so your reaver drop will be
more successful. Build a reaver after shuttle and start building 2nd zealot.
Now, build Observatory straight after. Quickly rush shuttle back to base and
pick up 2 zeals and that reaver and fly it to enemy main. He will probably have
only 1 turret at main by now, just avoid it and drop the zeals FIRST then
reaver. Straight away just target scvs and try and kill them. If tank comes just
pick everything up and drop onto tank. If he has many seiged tanks covering
each other (around 4) Remember he can't also cover all his building so try
finding that supply depot block and destroy it. Although you probably won't
destroy all of them, try and destory atleast 1 to set him back. At base while
this was happening you should have started expanded 2 times. Don't worry the
enemy will not attack for sure since he's all scared turtling up from your
reaver drop. Ok get atleast 4 gates now and pump zeals/goons and advance into
tech tree to templar archives and get storm and templars. Then get stargate and
arbitor with recall. After this just build mass gates. He will probably have an
expansion secured now as shown by the death of your probe at his natural.Try and
keep him contained within his part of the map with all your units. And while
your waiting for your arbitor to be done get more expansions and more gates.
Remember DONT WASTE RESOURCES. You shouldnt have your resources going above
500/500 EVER. Even with more expansions your resources will shoot up higher, so
simply build more gates. Try and secure islands too; don't bother building
cannons at islands just build 1 gate and get 4 temps, that way nothing will get
through. Your arbiter will probably be done before some of this but remember you
just have to wait for 150 psi energy and recall into his main and try get rid of
factories 1st, then get supply. After your 1st recall you should have atleast 4
expansions. With your mass gates supported by your expansions you will surely be
able to produce armies very quick, so just attack his front with a sizable
force. Make sure you don't let him expand more than 2 times. Also try and
harrass him more throughout whole game. HARRASSMENT IS THE KEY TO SUCCESS. Do
some cliff storming to reallllly annoy him, just get shuttles and fly them
around his base to see what he has, remember he won't turret his whole base up.
There WILL DEFO will some weakpoints to fly units in. For me, pvt games which
last around 30 minutes, I usually have about 25 gates working. ALSO try and dual
grade FAST after your secured those 2 expansions. If your recall fails, Just
build more arbiters and keep trying over and over again. Make sure statis is
available since that always helps against clusters of units. Remember when you
expand always cover your cliff with around 2 goons. Carriers will never work
when your in late games which are 40+ since the opponent can pump gols fast. If
you want to try a Carrier rush, after 2nd expansion go for a 2 stargate carrier
rush, attack when you have around 4 carrs with 8 ints. Also i forgot to mention
goon range, try and get that after you've built observatory. I've beat many
gosus on west using this opening technique. Just remember keep harrassin
and annoying your opponent and you can't go wrong.
-Reno
09/03 PvT good oldfashioned style by MTG890
This article has been rated 4.2/10 (18 votes)
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yep so i've seen all these pvt dossiers and i'm
bored of the whole rush to goon thingy, strange startups that don't really get
anywhere, and random arbitor/carrier references. this ain't your regular reav/dt
drop strat guide.
so here's the real deal:
we're gonna do a pylon w/
the 7th probe while 8 is building, put 9 and 10 in build order so that 10 is
sitting there w/ no supply, right?
gate when you get the 150 as 10 probe is
building, then scout with the gate probe; get assimilator. continue building
probes til gate shows up. you'll hit 15 supply here, and depending on scout
you'll get a zeal, or more probe, but regardles you build another pylon.
up
to 17 supply w/ a pylon warping in you get your core, and continue the probage.
so far you have a great economy, you know if he has marines or just a
wallin, or maybe he's not walling in, so you get to run around and see the
vultures building. don't do some screwy manner pylon or steal his gas, bc it'll
waste your money and force you to deal with marines faster than you want.
core warps in you get a robobay and goon range. thats right you have no
goons. maybe even no zeal. but you will as soon as you get the cash after you've
begun goon range. why goon range? bc range will make your early goons that much
more effective vs anything terran is throwing at you early--its all got its own
range. the less damage the goons absorb before they get to attack, the stronger
they are. plus the more damage you can deal as they're running away~
probes just keep coming, no need to stop, send another probe to scout
out his expo so you're still in the loop. now get the observer den. at this
point you should have enough money for another gate; build it. when you get
money for a third, build that too. pylons as needed...and keep pumping a goon
from the first gate so you have about 3 now.
obs begins to build,
another probe is sacrificed to find out what's going on, and i'd keep the
goons outside your base unless you suspect a drop; however the drop shouldnt
really come until your obs is at his base to spy it loading--heck you can leave
a goon at the minerals if you want--this part is really on feeling and
being safe or not.
build 3 zeal, one from each gate, and after
you've got 2 obs if you're scared of mines, or just one obs if you're okay
(range helps vs mines anyhow), shuttle builds. load the 3 zeal into the shuttle
and send it over to his ledge, where he'll have a tank seiged probably. if its
unseiged, just hover the shuttle there. you won't have any trouble w/ an
unseiged tank, bc your goons can rip it from below ground since the shuttle and
maybe the obs if its there gives you vision. your goons attack the few units he
has, and zeal unload to stop seiged tanks. if he has a lot of units, which isnt
too common bc he'll be building a cc, you can just unload the zeal anyway. try
to keep them alive though--zeal are really there for the tanks. after the attack
fails, you can send the shuttle to his minerals and bother him, but try to keep
the zeal. (if the attack suceeds you've pretty much won, just keep sending goons
at him. expo at the same time incase.)
here's where the gameplan
diverges:
if you like shuttle micro and judge from the situation that
it'll be necessary (he's done some sort of wallin w/ depots defending his expo
and it looks hard to hit w/ goons due to extreme tankage...eh get more shuttles.
if you're a great shuttle player, which i aspire to be, go ahead and get the
support bay and upgrade speed. you can move into reaver here and do some drops
on that. there's a dossier that says PvT reaver drops or something, its
good check it out.
if you don't like shuttle micro, then you're going to
pump goons from all 3 gates, and more obs. you'll know when he goes to drop, and
just send your goons into the mineral patch at that point and rape. he's going
to move out soon, with some tanks and probably a lot of vultures, because lately
terran players have been getting fancy w/ mine micro--running the vults into the
goons and laying mines all over then running out. don't worry bout that, bc the
obs and range take care of it pretty well and you can always dance the target
and shoot the mine.
terran can't really travel to your base to set up a
push since he's gonna be hit by hoards of goons at both sides (you need to
surround him for this to really be effective). now expand to your natural and
second natural. you're not worrying about drops, because you have observers in
abundance, and you're not worried about his expanding more bc you have him
contained with lots of goons. around this point you'll set up at least 2 more
gates in your main i'd say, and when the expos warp in you put up a pylon and a
gate there.
be flexible w/ it and get the forge when you feel necessary,
but until the point where you double expo i wouldnt suggest upgrading anything
w/ it; you shouldnt even need cannons. vulture drop is protected by goons in
minerals, so is a vult sneak into your base. when you get hte expos you need
like 1-2 cannons in the minerals and you're set there.
you have a great
economy at 17 supply, and if you constantly build probes after that you've got
even better. terran players generally get that expo fast now, so you dont have
to worry about 4+ tanks rolling out at you early on--thats why you can
afford not to build any units until late. obviously if you see him getting
marines w/ your first scout you should build a zeal, and just keep the probe
outside his base so you know if any hastily built marines come at you based
on his first scouting. however, he'll think you're building a goon (no way
to tell) and probably doign a reav drop if he sees robobay. who cares--you're
not =D.
when terran gets smart and plays safe, namely pushing from far
away and slowly creeping up on you, you'll know bc your goons'll have to
move back a bit each time he inches forward. if you begin the archives as soon
as you suspect this, you can have zeal speed researched by the time he's say 1-2
tank ranges' distance from you. then your obs+goon+zeal combo rips him up. the
zeal are really only there for picking up mines-if he has no vultures
you'll know and just rape him w/ mass zeal.
there really isnt much of an
endgame to this: either you overrun him w/ the 3 zeal 3-4 goon shuttle attack,
you defeat his first major attack and counter to win, or you get the two expos
and defeat his second attack. if you find yourself settling in for a long game,
break open another main and its natural for expos and more gates. storm is good
for pushers, dt is good for fools w/out turrets. mines just blow up the tanks so
thats okay.
its the regular pvt game after that i have to say--and from
the general impression i get no one wants to read a huge pvt endgame guide.
scouting is the key in this strat--obs and suicide probes help you know
which of the limited early game options terran chooses, and counter it w/ ease.
hopefully.
enjoy~>>
09/06 PvT harras to fast dt drop with mas... by Changes
This article has been rated 6.6/10 (16 votes)
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Ok, this strategy works best in close spots (12-3,
6-9) but can be just as efective in any other spot if used corectly. Most people
know the basic protoss vs terran build order. Pylon, gate, gas cyber. After your
your pylon is done building, send your probe out to search for his base. If u
are at 9, u scout 6. 6 scout 9. 12 scout 3, and 3 scout 12 not that hard yet is
it. AS SOON as you find his base, go straight to his gas. If he does not have it
yet, wich he propably will, build an assimilator on it to keep him from
geting his. If you do this, he will propably double baracks and rush you, so get
double gate and goon if he does. (dont forget range) if he decides to try and
kill it and continue teching, or if you dont get it in time, continue to harras
with the probe, this is the time were a good apm comes in. make shure to hotkey
probe//nexus so you can jump back and forth as fast as you need to. listen to
the sounds of the game, so you know wene ur being attacked or if something has
just finished(probe for example). With ur probe in his base, do whataver the
hell you can do to anoy him. attack scvs that are building, put probes in front
of the spot he was trying to build, manner pylon his scvs, pylon in front of his
factory to stop the machine shop from building as fast as it would have, pylon
in his block off the keep him from blocking. be as gay as you can with this
single probe. and if he gets a marine, do ur best to keep away from it(i find it
helps to go behiund the minerals and build a pylon on the end so the marine
canot follow ^_^ BUT REMEMBER TO CANCEL YOUR PYLONS. in your base you should be
producing goons to rush him with, a robotics facililaty and a citadel addel and
then temp archives. if you think your goon rush works,(wich verry well might
happen sence he is propably trying to use his men and scvs to kill your manner
pylon if you get in, keep pumping goons till ur templar archives is done. dont
forget to get enough pylons for 2-3 templar. (depending on how much gates
you get. somtimes you can get up to 4) also dont forget to build ur shuttle as
soon as the robotics is done. once you have some dts and s shuttle, drop
them on his minerals if he has no turrets, or if he does, drop them by his
block and kill the suply depots. (best things to kill with DT are suply, machine
shops, turrets, and scvs if they are not protected). cause as much dammage as
you can with these dts, and keep droping in his base if you dont think he gona
be able to stop it.(i like to drop 4 zeals on comand center, kill turrets,
and then drop DT). While he is stumbling around inside his base, trying to stop
your dts and goons, get 2 expoes.(natural and one other main) if he kills
all ur dt and men, run back and block off his expo. do whataver you can to stop
him from expoing, while you get another 2-3. keep pumping speed zeals and goons,
and maybee some stormers or reavers. if it looks like he is going to try to
push, keep geting ground units and push him back untill it looks like you can
kill him. If he decides to mass turtle, you have 2 options. start massing
zeal//dropship and mass drop inside his main. once all his men come back to
kill ur zeals and goons that you droped, attack with ur main army outside his
base. this should work as a sort of in base flank, and should rape the hell out
of his smaller army. (i say smaller because there is no way that a terran should
be able to keep up with you if you got off this strat). The other option is to
put up 3-5 stargtes and start pumping cariers. put the stargates in a spot he is
not likely to see with vulture harrass or with a scan. once you have about
6 cariers, and interceptor capacity upgrade, attack the cliff above his natural
expo. the first thing you want to kill is his barracks or enginering bay that is
floating above his cliff(if he has one) after that, your second tagrget
should be his comand center. you kill his comand and he doesnt realy have much
hope left for winning(unless he has another 1 or 2 expo ) kill all his sieged
tanks with ur cariers, and run in with goons zeals dts and stormers. whataver
the hell you got in the time he terran was mass turtling. send in some dropships
and drop on him also. this should be GG
Extra tips:
-Get
forge and constantly upgrade. if you plan on going cariers upgrade air
attack and defense also.
-get at least 2 canons at everyone of your expoes.
2 canons can do so much vs someone who loves to vulture harass.
-take all ur
cliffs with at least 4 zeal or 4 goon. dt can work good also if he is not
expecting them.
-Obs obs obs. at least 7 obs before the game is done should
be floating around the map and in his base. also get some obs to protect ur
carires from cloaked wraith.
-Make shure that he cant get the cliff expoes.
If he has no where to go but the 2 cliff expoes, make shure you have at least an
ob at each one of the cliffs.
-keep harrasing during the game, an
arbiter with recal can realy hurt a terran also.
If hope everyone
enjoyed my little stratagy. and if someone tells me how to put in a replay
on the actualy dossier i will do that too.
09/10 PvT Scout Rush into Arbiter Rush by MiStY
This article has been rated 4/10 (17 votes)
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This is a nice strategy I picked up from watching
sKy.Proct vs eNr.HellGhost a PvT match. It will basically tell you
everything you need to know about the infamous Scout / Arbiter rush. It's an
easy strategy, but hard in some cases to pull it off. Terran players go metal vs
Protoss, don't you? Doesn't everyone? Anyways..this strategy is a counter to
Terran metal.
Contents:
-Basic Build
-Strategy (Seen through the
build order and so forth.)
-Tips (Also are random throughout the Strategy.)
-Credits
Basic Building:
You start off with your basic 7/10 pylon...
somewhere close to the minerals. Then you do the 10/17 Gateway. Now it's time to
start scouting, go do it. The gate way should be nearly complete when you build
assimilator at 12/17. Put 3 workers on gas and build a cybernetics core at
14/17. Build a second pylon at the opposite end of your base to where the firts
pylon was built. (We don't want the other player to see what you're doing.) And
when you have enough money at this point build a dragoon and rally at your ramp,
or where ever the entrance. Build a starport at 19/25, and don't make it obvious
what you're doing. Build another pylon at 20/25 somewhere in the vicinity of
your gateway. Build a scout when your stargate is done, you should have
approximately 25/33. Rally the stargate to his base. (Don't look at me like
that, I told you to scout.) Build a Citadel at 26/33 near where you build your
stargate. Now you can build another gateway at 27/33 close to where your other
was built. Build another unit at your built gateway.. no matter what the unit
is. At 30/33 build a Templar Archive and another pylon by your other gateways.
At this point your scout should be finished... and it should be hotkeyed. You
should be harrassing his workers or his metal units with the scout while you
wait for your Archive to finish building. (Tip hotkey your gateways, so if your
scout manages to live that long, you can build the dark templar and not stop
harassing your opponent. It would also be nice if you rallied your gateways to
your opponent's base, because that's where they're supposed to go.) Build
another unit around 33/41. Your dark templar should be building at about 38/41.
Build another pylon. At about 39/49 expand at your natural. (Build two more dark
templar. And also build a pylon by your new expansion, typically near the
nexus.) If your opponent has expanded yet that's perfect, we don't want him to
gain anymore ground than he deserves, and it means that the scout did it's job
in distracting your opponent. Put a dark templar on hold normally where
you'd land a command center. Try to scurry up his ramp and knock down his wlal
with the dark templar, chances are there will be a detector, but it's worth a
shot. Build an Arbiter Tribunal somewhere close to your gateways, at about
41/57. You should build your last dark templar for the time being, now start
building zealots. (We want to save gas for the arbiter.) Build a forge at your
main or natural, whatever works for you, at about 45/66. At this time you should
be roughly about 8:00 into the game. At about 56/66 you should have started your
arbiter building. Build a couple more gateways, goons, et cetera... in case
those dts fail that quickly, you need to be prepared. Near 67/74 you should have
started dragoon range and stasis field upgrades. When your arbiter is done, make
a move on his base with your units. If he's got too much detection pull off
and wait for him to make a move. (Expand again, we'll need more ground.)
That's about if for that, it's all common sense from there on out.
Random Tips:
-Get Robotics Facility.
-Get Observatory.
-The
match is based on the one arbiter, don't be foolish and get it killed.
-Keep your supply limit well ahead of your supply used.
-Don't let your
opponent make a big move on you and contain you.
-Upgrade
recall(Recommended)
-If you have leftover gas, build another arbiter.
-Look for a replay labeled (50)proct_vs_hellghost if you need to see in game
how it's done.
-Good luck on your games
Thanks to:
sKy.Proct and eNr.HellGhost for having one of the nicest replays i've
bared witness to.
ArC_Man aKa Homerwithduff for finding me the replay.
WGTour administrators for allowing this dossier. (If they allow it.)
<~~Consult me if you have any questions~~>
09/17 Protoss Evaluation by Eth
This article has been rated 9.1/10 (47 votes)
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Protoss
Art of Control one hand
holding a soda and your other hand moving the mouse isn't going to win you many
games. Controlling in starcraft means you have to hotkey your units. (If you
don't know what is hotkeying, you better stop reading now) Hotkeying units play
an important role in Starcraft, for you can control up to 120 units at one
time, instead of selecting 12, sending them somewhere, select another 12,
etc.... With your units hotkeyed, you maybe move all your troops like a single
unit. Also the term micro will come up a lot in above average games. The term
micro refers to how YOU control your units to do as much damage as possible
before dying or losing life. The term macro also will come up a lot. The term
macro refers to how efficient you manage your resources and how many gates /
stargates you get accordingly. Never should u let your resources soar beyond
1000 or even less if you have fast hands. Always spend your money to make units.
Every second you waste, the opponent uses against you. For micro skills, i
recommend this site: Mission Red (http://www.missionred.com)
The Art of
Controlling is like a style. Everyone's mouse movement is different. The way we
view the map, the way we select our gateways in the order we do, the way we move
around the units, its all up to the user. The only advice I can give you at
this stage is go to Mission Red and practice on the reflex games. Also play
a couple games on Battle.net to see how your movements are and correct
whatever you feel is out of place.
Scouting
How do you expect to
play a game effectively without scouting? Not knowing what your opponent is
doing can lead to your death. You scout every game you play. I recommend a pace
of scouting every 1-2min and check expansions every 3min so your opponent isn't
getting away with free resources. BUILD observers. They are by far the most
effective scouting unit the Protoss has to offer. If you must, sacrifice a
Observer every once in a while to see what the enemy is doing within his
own base. For all you know, he could be teching a different direction when you
originally thought, which can get you killed. Assumptions aren't going to get
you anywhere also. If you scout an enemy at the beginning of the game and see a
Robotics Facility, you would assume a reaver or an observer is on the way.
Soon as you leave their town, they could cancel and tech towards DTs. That is
why you must constantly scout the enemy to see if he has changed his plans or
anything else. Scouting can also help you to recognize when the enemy is
attacking. This is especially important vs terran because when tanks are on
the move, they cannot seige. Tanks unseige are just food for dragoons. But when
they have an opportunity to seige before hand, your dragoons are like fresh shit
ready to be stepped on.
Bottom line is to always and constantly scout
the enemy.
Probe Producton
How public games have you seen where
people build like 12~ probes and stop? Too many. NONSTOP Probe Production is a
crucial part if you want to become as good as possible and become as efficient
as possible. The more probes you have, the money you have. Every probe you do
not make worthwhile, is how much resource you lose forever. The only reason
why you would stop probe production is that if you notice the probes have to
wait a long time before they can start mining because there are too many probes
waiting inline. Then you can stop probe production until you get an expansion
up, then make some more probes . There is one more reason why you would not
make more probes. If you plan to end the game early and do not feel you need
anymore resource income, then you can stop. But if you plan fails, you'll be at
a disadvantage the rest of the game. In any case, I advise you constantly build
probes whenever you have the chance.
Upgrades
I don't know about you
but I have seen too many replays of gamers who don't upgrade or upgrade very
little. Upgrades are a MUST. I recommend dual upgrading (2 forges) once you
have secured a successful expansion. Upgrade when you have the resources. Do not
avoid upgrades or you will pay at the end of the game when your units are 0-0-0
and his are 3-3-3. You will feel a difference. Upgrades at the beginning
only cost 100/100 which isn't much considering you only spend between
100/100 - 175/175 every 3-5 min. There is no more needed to say here. Bottom
line is UPGRADE!!
Build Orders
Build orders, the foundation of all
strategies right? Wrong. Most of my games do not focus around a certain build
order. Starcraft is a very balanced game where there is no one strategy
that dominates, so there is no use in memorizing a build order. Adapt to the
opponent's build and counter it (Refer to Scouting Section). You will never need
a build order when playing Protoss because there are so many variations and so
many ways of beating an enemy, so many strategies. When you see an enemy 4pool
you, are you still going to follow your build order and early expand? No, you
are going to adapt unless your a moron. Adapting to your opponent is the
one thing that will keep you alive. When you see a flock of mutas, are you
still going to pump mass amounts of zealots?
Misinformation
Misinformation works best with the race Zerg because you can confuse your
opponent with a lot more variables then Protoss or Terran. I only know of
two ways a Protoss can confuse an opponent. Cancel buildings when they scout you
at the beginning and tech another branch. (ex. Cancel your Citidel if you have
one when he comes scouting. Then build a Robotics Facility and tech to
reavers when he is out of sight) Hide your buildings. I use this tactic often vs
Protoss or Terran. Build a pylon somewhere and you can hide a Citidel or a
Robotic Facility and tech while he does not know about it. You can also build
buildings hidden somewhere near or even inside his city without him knowing and
quick rush him.
Aggression and defensiveness
Both aggressiveness and
defensiveness depends on the play style of the user. Aggressiveness can be
a bad thing at times. Aggression sometimes leads to wasting of units which is a
bad idea. Protoss players must not waste any of their units unless you can cause
more damage then you lose. When you have the chance, go for it, it might be the
only chance you get and may or maynot change the game play. Learn to know
when to go defensive like in situations where you know he is going to attack or
in a FFA. You can show aggression if you control the opponent or if you are
confident you can cause some damage, but do not waste units. Defensive play
doesn't fit well with protoss. Protoss is more of an offensive race and you
should take advantage of that by containing the enemy or map control. But at
times, the user must play defensively. Do not avoid the fact that sometimes you
must play defensively to win. Most PvZ games, the Protoss will be on the
defensive early on until you have templars/reavers. You, the user, must
learn to balance between aggression and defensive play and know when to move or
move back.
Psionic Storm Okay! You researched Psionic Storm and you
built a few High Templars earlier, now what? First step in using PStorm is
learning how to aim. Wasting storm is a definite No No. Wasting Storm can get
you killed, especially in PvZ games where every single storm counts. Learn to
aim the storm takes time and practice in many games. Do not aim at one unit
for you are wasting 75 precious mana. only storm an unnecessary unit if you
know your templar will die before he reaches a safe destination. When storming
at a regular battle, aim in the center of the pack or where the pack is most
dense. You want to hit as many units as possible before the storm runs dry. Also
do not click the terrain where the enemy pack is currently at. Click the UNIT at
the center because if you click the terrain, they can easily just move out of
the way and into a new area.
Tip: Do not storm small packs of units. Most
likely the enemy is sending in small groups of units to dispose of your templars
before they pack comes into play. Just simply move your templar behind your pack
and kill the small group with your fighting units. When the enemy pack comes,
just move your templars back onto the front lines and storm away. Make sure
not to lose your templars.
How to Attack
Some people just hotkey
their units are their base and sends their units to the enemy's base through
their mini-map. That is called wasting. You must regroup before you attack. A
long line of units isn't going to do much vs a pack of units sitting there.
Regroup so when you actually start attacking, you group will move in a clump
instead of a line.
Attacking from multiple sides is just as important as
attacking in a group. Sandwiching the enemy group works just as well, if not
better, then hitting a group as a clump. In Terran vs Protoss games, you MUST
hit the enemy in the formation of a sandwich. Sending your army in a clump or
group will turn your army into a pool of blood. Seige tanks lay waste to protoss
ground units. You must hit them from all sides to actually kill the terran
force. Sandwiching is also classified as flanking. In Protoss vs Protoss games,
flanking becomes a part of every game. Flanking the enemy to kill their shuttle
or kill their templars has become a habit for most players.
Its not how
attack, but its HOW you attack.
Units
If you don't know what units
are good for what, then I suggest you go to Battle.net and read all of what they
have to say, or go find yourself a counter chart because I am not going to spend
1 hour typing up what units are good for what.
Harassing the Opponent
Harassment: Basically means bother the enemy whenever you can but don't
waste too much time because you still have to build at home. Most people peon
harass, meaning they use some sort of (A)rea (o)f (E)ffect [AOE] unit to kill
the enemy's miners to slow their economy. Don't have to go much further besides
that.
Match-ups
All these strats written here I probably
did not invent. All these strats I have learned over the years by experimenting
and reading other people's strategy guides. If you do not agree with me, then
don't do it, its as simple as that. The strats posted here is what I do in games
and these are my opinions on what is best.
Protoss vs Protoss
Arguably the most boring of the Protoss matchups. Protoss vs Protoss is not
all about brute strength. Some games you may win with only the help of
one Reaver and a Shuttle.
The basic strategies you will encounter most
often:
2-3 Gate Dragoon (with Observer tech or Cannon tech most likely)
1 Gate Reaver
2 Gate Reaver
2-4 Gate Zealot Rush
DT Tech
High Templar Tech
Zealot/Cannon early Expansion
Before I go into
anymore detail on the strategies, you might wonder how do I know what they
are doing whatever strategy right now. Refer back up to the SCOUTING section if
you have anymore questions. And all strategies listed here are from LOST TEMPLE
experiences. All these strategies come from my view and if you do see how I see,
just go ahead and tweak the strategy the way you want to do it. This isn't the
onLY way to do these. Do the strategies your way and you'll probably become
more successful than I.
2-3 Gate Dragoon (with Observer tech or Cannon
tech most likely)
This is the most common way to play PvP I have ever seen.
Most public games I go into nowadays, the people in there will either do a 3
Gate Dragoon rush or 2 Gate Dragoon with Observer support. The best way I have
found to counter this is just tech normally to whatever stage you want. Most of
my PvP games I go 1 Gate Reaver rush to cripple their economy. You say 1 Gate is
no match for 3 Gate? Wrong. Continuously pumping Dragoons out of that one
Gate will get you enough Dragoons to hold off their 1-2 more Dragoons then you
if they decide to rush early. Just hold the cliff and you should be fine. What
if later they hit with more dragoons? Unless your one slow SOB, you should
have a reaver sitting next to your dragoons already. Reavers > Dragoons, its
as simple as that. If you are the type of person that likes to do 3 Gates or 2
Gates with Observer openings, this should be no problem for you either. Just
hold your cliff. You have to rememeber you can still build units from your
Gateways when they are heading to your base. That should give you enough time to
get at least 1-3 more Dragoons out of the Gateway, therefore almost matching the
number of Dragoon he has. If you the DT kind of person, this should be no
problem at all. Same strategy with the Reaver, just hold the cliff with your
continuously pumping Gateway and get one DT do help you. High Templar Tech
should have they easiest time with this unless you have a bad aim. Continuously
build Dragoons while teching toward PStorm and PStorm the hell out of them if
they decide to bother you. I do not recommend a Zealot rush vs a Dragoon Techer
UNLESS you guys are at the 12:3 positions. I will explain more after the
strategies. If you want to early expand vs a Dragoon Rusher, I recommend that
you build only a handful of zealots and that is all. Zealots cannot compete
with Dragoons early on. Build enough cannons to satisfy your needs at the
expansion and have 1-2 zealots hold the ramp incase thee Dragoons want to make a
run for your main base. Besides that, you should have no problems holding the
Dragoons back with Zealots/Cannons until you get heavy income.
1 Gate
Reaver
IMO, one of the deadliest builds that you will encounter. Why?
Because you have no idea where they can come from and when. Also a Reaver early
is one of the most deadly units in the game. If you are a 2-3 Gate Dragoon
user, you MUST place 3+ dragoons by your peon line. The front is not so
important because since they have a Reaver, they are most likely aiming to kill
your miners. For 1 Gate Reaver users, hold your back with your dragoons and go
for his base with your reaver. While he is trying to move away from your
Dragoons, you should be bombing him with your scarabs. Zealot Rush people, this
matchup you'll lose every game unless you guys are at the 12:3 positions.
Reavers eat Zealots as snacks. So how to counter? Don't build zealots and do
something else. For you DT people, have 2+ Dragoons in your peon line and a DT
preferably. When you see the shuttle, hit the shuttle with your Dragoons and
have your DT hit the reaver so both die. Also at the same time, send your other
DTs to his base while he is trying to micro at your base. You other DTs should
cause some trouble in HIS peon line which could win you the game right there.
High Templar techers are basically the same as the 2-3 Gate Dragoon techers.
Just guard your base to thwart his attack. Then when you got a handful of units,
hit him and PStorm his Reavers. Early expanders generally have the hardest time
with this. I dont recommend that you early expand vs a 1 Gate Reaver Person.
Reason? They can hit your base from so many angles. Cannon + Zealot < Reaver.
But if your confident, go ahead and do it I guess. Just build some cannons
around the place but NOT too many. Have your zealots hang around also and HURRY
to tech to Dragoons. You need range vs Reavers.
2 Gate Reaver
I
don't have to go into depth in this matchup. Just use the same strategy in the 1
Gate Reaver rush but expect more dragoons early.
2-4 Gate Zealot Rush
They want to kill you early? This is what they probably will do. If you
scout and see you guys are at the 12:3 positions, you MUST do a Zealot rush
along with him. Otherwise, every other strategy should have no problems with
this unless your a 1 Gate Reaver'er like myself. You must continuously pump
Dragoons and if they outnumber you, use 4-5 probes to block his zealots while
your dragoons keep hitting him. You should have no problem with this since your
Reaver later on will eat his mass Zealots. Every other build (2 Gate
opening) should have no problem since Dragoons > Zealots early. Just micro a
bit and your Dragoons shouldn't even be scratched. For you 1 Gate DT rushers,
same thing with Dragoon production except your DT should scare away his zealot
rush if they start to outnumber you. But if he has a OB with his 3-4 Gate Zealot
rush that is hurting you, then all I can say is your fucked, and he is God.
DT Tech
Just laugh in their face when they show up at your door with
a DT. Just build detection and rape him. For Reaver users, build a Observer
before your Reaver. For everyone else, just waste 300 minerals and grab a Cannon
+ Forge and choke your ramp. You should expect High Templars shortly after he
hits you. Also BEWARE of DT Droppers. MUST hold your back also or that can lead
to your demise. <-- Scout for a Robotics Facility.
High Templar Tech
A risky but vicious Tech that is not so common. 2-3 Gate Dragoon people,
just avoid the PStorms and have 2-3 Dragoons try to take out their templars. 1
Gate Reaver users, must watch out for their storming. Your Reaver on ground
is meat for Templars. Just avoid the PStorms by micro'ing a bit and you'll be
okay until you get Dark Archons. DT users should have the easiest time with this
one. Get a Dark Archon and eat his Templars. For fast expanders, this
should be easy for you guys also. But one thing High Templar users usually
do: check your peon lines very often. People love to perform storm raids that
will send your economy downhill. If you survive early game, you should be fine
since this will be the beginning of a regular PvP game.
Fast expanders
If you spot a fast expander, your best bet is to also fast expand, for if
you don't, his resource amount will double yours. And if that happens, you can
bet his army will be 2x the size of yours. If you feel confident you can take
him out early before his expansion is up, go for it; 1 Gate Reaver users, this
is your chance.
"12:3" Positions
12:3 means if you are at the 12
o'clock position and your enemy is at the 3 o'clock position or vice versa.
These positions have the shortest time to reach each other so a Zealot rush
could be devastating. I advise that you perform a Zealot rush against your
opponent if you guys sit at the 12:3 positions UNLESS you see your opponent
tech.
Conclusion to PvP
All the strategies just mentioned are what I
personally do every game. These definitly aren't the only way to play. If
you see that your way is better, go for it, nothing is stopping you. There are
plenty of other strategies that could be shown here but I have decided not to
mentioned. Either I have rarely seen them or that I think the user can handle it
quite easily. I did not go indepth about the spells that could have been used in
PvP because I believe the reader can figure out what is best for what situation.
As you can see, the "PvP is all about building more Dragoons than your opponent"
is not true. There is a variety of things you can do to win. Good Luck on
your PvP Games.
Protoss vs Terran
Protoss vs Terran the
unbalanced matchup many say? No. Many people say that Protoss has the advantage
in this matchup. Since most games these days are played on Lost Temple,
Terran has the advantage since Lost Temple is a Terran/Zerg Map. With enough
skill, Terran can easily beat a Protoss on Lost Temple. Just as many Terran
ProGamers have proven, Terran can overrun a Protoss on Temple quite easily.
Some things you will encounter:
2 Factory Tank/Vulture
1 Factory
Quick Expand
2-3 Factory Vulture Rush
1-2 Factory with Starport
1-2
Factory Goliath Drop
Early Bunker Push
Infantry
2 Factory
Tank/Vulture
Probably the most common TvP strategy you will ever see. Most
people that I have seen on BNet do this. Since it is the most common thing
you'll see, many people have devised ways to stop it. The best way to deal with
this strategy is to NOT let the terran contain you. If you do get contained,
you'll have a hell of a time trying to get out if they got you secured. You
should leave a probe at the entrance of the enemy base, and when you spot them
on the move, hit them before they can siege. Also if they do manage to get
around your attack or your probe and siege outside your base with Spider Mines
and Siege Tanks, your best way to get out is to fill a Shuttle with 3-4 Zealots
and at the same time you hit the front with Dragoons/Zealots, drop the Zealots
inside the shuttle right next to the Sieged Tanks. You probably should try to
hold the middle because usually if a Terran gets hold of the middle fairly well,
you can bet your ass is fried. Try to let your Dragoons hang out in the middle
and have a Observer sit at the entrance of their base outside the range of his
detection. When you see his Tanks on the move, hit him before he sieges. If
he spots you and sieges, run a portion of your Dragoons next to his Tanks before
he can start to lay mines. Sometimes he has already laid mines and and mines
will follow your Dragoons, therefore killing his own Tanks also. Since you
already have secured the middle (right?), you should expand whenever you have a
spare 400 minerals and still have your Gateways always building. With that, you
should be able to kill off the Terran. If he turtles like a mad man, you should
have enough stuff in the middle and this is the time to get some Carriers.
1 Factory Quick Expand
When you scout and spot 1 Factory and a
Command Center building, your reaction should be to expand twice. For everytime
a Terran expands, you should expand twice. This allows you to always have more
resources than he does, and therefore a bigger army. You'll need a bigger army
since Siege Tanks kick Protoss hard in the nads. After you expand twice, you
should continue with the normal strategy of having Gateways always building and
expanding whenever you have spare minerals. Don't forget upgrades or you'll
suffer in the end. You should NOT build just Dragoons. Siege Tank > Dragoon.
You should mix Zealots/Dragoon production 50/50. Zealots help get close enough
to the Tanks so they can kill each other and Dragoons hit from range. PStorm
also helps in some situations where the Terran is clumping up his tanks.
Hallucinations also come handy in PvT. Hallucinated Zealots can run past the
tanks, and distract them. Sometimes hallucinated Zealots can get rid of the
mines and sometimes, lead the mines to the enemy Siege Tanks. So in PvT, Zealots
are just as important as Dragoons, don't forget that.
2-3 Factory
Vulture Rush
This strategy is mostly performed by Higher Level Users IMO.
This strategy requires people to micro their Vulture to kill the Protoss with
mines. Protoss can handle this pretty easily if you know what your doing. If you
spot Vultures and 1 or no Tanks, you can expect speed Vultures with mines. The
easiest way I think to stop this is to place your dragoons outside his base and
have 1-2 Dragoons at home choke the ramp. If you feel like it, place 1 Dragoon
by your peon line, incase he decides to drop on you. If he does get past
your Dragoons, DO NOT run right after them. They will most likely lay mines
behind you and when you follow, BOOM. Try to work around the mines so you don't
have to waste Dragoons. Remember, Protoss users should NOT waste units. If you
like to waste units, go play Zerg. After the beginning stage of the game, you
should expect a normal game with Tanks/Vulture/Goliaths. But still SCOUT!! Some
people are smart enough to do something crazy to throw you off guard. Just play
a normal game, adapt to whatever comes, and scout. Remember to take the middle
and not let the Terran contain or take the middle away from you. Check
expansions often so the enemy doesn't get away with free resources.
1-2
Factory with Starport
This is the hardest strategy for me to spot. Also this
is the best strategy a Terran can do because they can change techs very easily
and adapt to whatever comes. For a Protoss to spot this, use common sense and
place a couple Dragoons in the back of your base. Also place DTs or
Zealots/Dragoons on your cliff when your ready to expand. If he manages to
take your cliff and you know you cannot take it back without sacrificing many
units, forget it and expand somewhere else. In Lost Temple, there are those
"holes" next to your main. They may start a push there so beware. If you spot a
Terran trying to push there, your instant reaction should say send units there
before he gets more units there. Other than those problems, nothing else should
bother you the rest of the game. Continue to adapt to whatever they throw at you
and keep Observers around to spot whatever they are try to do. Theres really no
other way to explain how to play this strategy because to win, all you have to
use is your common sense.
1-2 Factory Goliath Drop
Pretend this is a
1-2 Factory with Starport. Also expect Goliaths instead of Vultures later
on.
Early Bunker Push
What is this? This is when the Terran
gets 4+ Marines, a couple SCVs, Tanks, and Vultures and early bunk the outside
of your base. This is hard to stop sometimes if the Terran knows what he is
doing. The only way I know how to stop this is to prevent him from leaving
the parameter of his base. Contain him and do NOT let him out. When you see him
moving, hit him. When he sieges, back off. When you see him moving, hit him. You
get the point.... He will most likely have turrets so DT users, forget it.
Unless your using DTs as a way to stop him when he is moving, don't try to waste
a DT by hitting his wall. If you stop him early, you be able to out-produce him
just a tad bit because he wasted 200 minerals to build 4+ Marines instead of
building another Factory. Remember this and use this to your advantage. Usually
when you stop a Terran from leaving his base, he will try to Mass Produce
something before leaving again. This is your "Q" to expand and out-produce him.
Remember to interchangingly build Zealots/Dragoons and have a shuttle ready to
drop in the middle of his Tanks. I have noticed lately that after they fail to
bunk the outside of your base, they'll try to bunk your cliff. Just watch out
for that.
Infantry
You think this is funny? A Terran can catch you
offguard if you don't watch it. If you spot more than 4 Marines at the entrance
of the enemy base, you can bet your ass that he hid his Barrax somewhere near
your base and is prepared to do a Infantry rush on you. Just watch for it
and try to kill off his little Marine force before he masses them. A quick
Reaver would also help in this situation. Besides worrying about that hidden
Infantry, your cliff should provide you with enough protection to stop a front
assualt. Remember, Marines + Medics > Dragoons on open ground so hit
them from a cliff. You can compare this to Carriers vs Goliaths on open
ground.
Conclusion
PvT is very balanced IMO. A Protoss has the same
% chance to win just as the Terran. I love playing this matchup vs people around
my skill level because we both have the same chance to win. It's whoever has the
faster mind will win. Just remember to interchangingly build Zealots/Dragoons.
Dragoons alone won't win you every game. Remember PStorm comes in handy
sometimes and do not forget to UPGRADE. Good Luck on your PvT Games.
Protoss vs Zerg
Protoss vs Zerg IMO is a very fun matchup if you
know how to play it. Some people say that Zerg dominates Protoss on Lost
Temple. I agree 100% BUT if you know how to play, you can make this a fun
matchup.
Some stuff Zerg may do:
Speedling Harass
Lurkers
Mutalisks
2-4 Hatch Hydralisks
Offensive Hatchery
Speedling
Harass
Very damage strategy that may leave your economy in ruins. This
strategy focuses on getting past your Zealots, up your ramp, and into your
peon line, killing your economy. This strategy requires the Protoss to always
have 2-3 Zealots blocking the ramp to prevent Speedlings to run up your ramp.
Even when you attack, have 2-3 Zealots blocking the ramp. Since they got early
gas, you can expect either some Hydras, Lurkers, or Mutas to show up soon.
Versus Zerg, build mostly Zealots with a limited amount of Dragoons. You will
need Dragoons vs Lurkers if they tech that way. I will explain more on that
later. Play normally after you successfully blocked the ramp from the
Speedlings, and adapt to whatever they do. Usually if I cant get a hidden probe
in his base, I will get a quick Corsair to scout their main to see which
direction they are teching. This is crucial to your build, so always scout.
Lurkers
Zealot's worst nightmare is the Lurker. Building mass
amounts of Zealots will get your ass burnt. If you spot a Lair and a Hydralisk
Den, you can bet you'll see Lurkers show up at your door sooner or later. Build
DRAGOONS, not Zealots. Dragoons have range so they can take out Lurkers easier.
Also Dragoons are large units so the Lurker's splash damage won't affect as many
Dragoons as Zealots. But don't neglect Zealot production because you'll need
some Zealots to counter Hydras and Zerglings later on. Remember to UPGRADE.
Sometimes Zerg players like to get cute. Watch your cliff. Zerg sometimes like
to drop Lurkers on your cliff to halt your Probe production for a while.
Also watch your main's flank. They also like to drop some Lurkers/Hydras there
once in a while. Other than those, just tech regularly, get PStorm to kill
those masses of Hydras you'll encounter every game, and UPGRADE. By the way, get
Observers. q8-)
Mutalisks
Mutalisks shouldn't be a big problem for
Protoss players. If you spot a Spire, build Corsairs. Be ready though. Zerg
players will build scourges to take our Corsairs, so have PStorm and Archons
ready. Also don't forgot to keep building Zealots/Dragoons to counter his
Zerglings/Hydras. Usually 3-4 Corsairs will scare the Mutas away and keep them
at bay. If you see no more Mutalisks for a while, scout them. They may have tech
changed to Lurkers or mass Hydralisks. This is also why you should scout often.
Zerg has the ablility to tech change VERY quickly. Be ready to encounter
Lurkers/Hydras if you do not see Mutalisks after a while. But beware, they could
easily tech change BACK to Mutalisks. Be ready for anything and scout. UPGRADE!!
Build Corsairs to scare off Mutalisks. If they are constant in their
Mutalisk/Scourge attacks, pump Corsairs from two StarGates and get +1 Air Weapon
Upgrades. Remember to constantly build from Gateways also. Cannons also help.
Maelstrom also can help more than you think. When Mutalisks fly in, Maelstrom
and PStorm them. No more Mutalisks. Also Maelstrom kills Guardians very well.
There are 101+ ways you can use Maelstrom vs Zerg. I'll leave it up to your
imagination on how to use it.
2-4 Hatch Hydralisks
Standard ZvP
build for most Zerg players. Very easy to defend and win against. Constantly
pump Zealots/Dragoons from your Gateways. Preferably more Zealots because of
their Light Armor. Upgrade Leg Enchancments before building a Templar Archive
because you'll need the extra speed to chase down the speed Hydralisks. Soon as
you see that the Zerg has a solid economy and a couple Hatcheries, tech toward
PStorm instantly. You'll need PStorm to win this matchup. When you have a
handful of Zealots/Dragoons and Templars, this is the time you should contain
the Zerg and scout for his expansions outside his natural. Remember to upgrade
or your Zealots will die vs upgraded Hydralisks. Do NOT waste PStorm. Refer back
up to the Psionic Storming section if needed. Other than building
Zealots/Dragoons and Templars, you should have no problem with this. Storm his
Hydralisks and kill him. If you see Queens trying to get rid of your Templars,
build one or two Dark Archons and feedback them. Also one thing to
look out for is Hydralisk Drops. Just let 1-2 High Templars hang in the back of
your base. That should damage the dropping Hydralisks enough for your army to
take care of them without too much trouble. Unlike attacking a Terran where u
hit them when they are moving, you should try to hit a Zerg when they have
stopped moving and all their Hydralisks are clumped up. This allows you to
PStorm very nicely.
Offensive Hatchery
Very deadly vs Protoss if
this is pulled off. Usually a person who tries to Offensive Hatchery someone is
a person that is either pissed at you or someone that wants to embarass you.
Have a handful of Zealots early on and watchout for imcoming drones. Have a
probe sit outside your base and watch for enemy movement. Also check your own
base because sometimes the Zerg sneaks a Drone inside your base early without
you noticing. Basically what I am trying to say is kill them before they reach
your base. This is similar to trying to stop a Bunkering Terran.
Conclusion
This matchup might be hard to learn because Zerg
dominates Protoss so much on Temple but in the end, you should be able to
close the gap. A very interesting and entertaining matchup this is IMO.
Practices Makes "Good". Just adapt to the Zerg and scout since the Zerg can
change Techs very quickly. See what they are doing and counter it. Zerg's worst
enemy is PStorm. Remember that and you'll dominate this matchup. Good Luck in
your PvZ Games.
Closing
Resource Management
Is StarCraft
a bank? No. So why are you saving up so much cash? Spend it!
Ledge
Protection (Lost Temple)
Self-explanatory. Protect your ledge.
Spells
A Giant part of the game StarCraft. Experiment with each
spell to see eachs' weakness and strengths. Learn to know when to use each
spell. Maelstrom for example, is a underrated spell that hardly anyone uses but
think about it, Maelstrom is VERY Powerful. Experiment and find out what spells
you like and use it for your benefit.
09/17 Protoss vs Terran by Eth
This article has been rated 6.4/10 (10 votes)
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Protoss vs Terran
Many people do not like
this match up because they feel that Protoss owns Terran. While this depends
on the map I will base my match up information as if the map being used is
Lost Temple. (Lost Temple is the most popular non-money map and thus I have the
most experience with this match up on Lost Temple) In my opinion I feel
Protoss has the advantage on Lost Temple. Many people will not agree with
me when I say that but I still feel Protoss has the advantage. Anyway, with that
being said I will get down to the basics of what a Terran player needs to do in
order to be effective against a Protoss opponent.
Basics of playing TvP:
Scouting – Scouting is very important when playing TvP, because Protoss
has so many different ways to hit a Terran and be successful/semi-successful. I
would recommend when you’re building your initial depot, just before it finishes
send another SCV off your minerals to where you want to build your Barrack.
once the SCV on the depot is finished send him out to scout for your
opponent. By doing this it ensures that the Terran player will be able to get a
scout SCV out in a fairly quick manner. once you find their base use
Gateway commands (Shift + Right Click) to move the SCV around the base of your
opponent while you can focus your attention on building your factories and
SCV’s. This initial scout SCV will usually die once the Protoss player gets
his first Dragoon. Often times this is still too early in the game to see what
the Protoss player is doing. If this happens and you do not know what tech the
Protoss is going you will probably have to go a basic build until you know for
sure what the Protoss player is doing. Later in the game I recommend having 2-3
Scanners, and I stress that you use ALL of them CONSTANTLY. Scan expansions,
scan hidden areas, and scan for men. If you know what he is doing you have the
upper hand. You will be able to counter what he is doing before it can hurt you.
Assuming – Early game some Protoss players love to trick their
Terran opponent by building one tech, killing the scout SCV, canceling that
tech, then changing tech. Many times the Terran player will see a Robo Facility
and think that the Protoss player is going Observers or Reavers. The Protoss
player will then cancel the Robo Facility after the SCV has been destroyed, and
then tech toward Templars. So I stress, if you see a Protoss player tech to
something, don’t assume they will continue with that tech. Basically, try to be
ready for anything early game.
Building SCV’s – When playing
this match up the Terran player will need to amass SCV’s. Most of the time these
TvP games turn out to be all out wars with each side sending tons of units
against each other. As the game progresses the Terran player MUST continue to
expand and split his SCV’s among his different expansions. Because of the high
number of expansions that will hopefully be used later in the game the Terran
player must always be pumping out SCV’s. Having more SCV’s means that you will
be able to mine faster, which means more units/upgrades.
Upgrading – I for one am a bad upgrader. I forget to
upgrade all too often and because of this I make the game harder than it should
be. What I would recommend as far as upgrades go is to get 2 Armories right
after you establish your first expansion (your natural). once they are done
begin upgrading your Mech and continue to upgrade until you are 3-3. Upgrades DO
make a difference and at times upgrades are the determining factor of who will
win the game.
Harassment of the Probes – I cannot stress enough
on how important harassment is. Especially when it throws your opponent off
their game because you are pissing him/her off by killing his/her probes. Some
common types of harassment are Tank dropping naturals, and using speed vultures
to run around everywhere killing probes. Harassment helps to reduce a Protoss’
economy; which then gives the Terran player the upper hand in the game. Good
harassment comes with practice, so I cannot help you there. The Terran player
needs to practice on his/her harassment if he/she is having problems when
trying to harass.
Tank Spacing – Tank spacing is a must when
playing TvP. The Protoss will usually have anywhere from 6-18 gates pumping and
the Terran player needs all the help he/she can get. one technique that
must be used to help combat mass Protoss ground is to space tanks properly. This
means that you do not clump your tanks and instead act as if there is a buffer
zone around each tank. This helps against zealot drops on your tanks and
makes your tanks a lot harder to storm.
Common Protoss Strategies:
Goon/Observer Contain
Early Zealots/Preventing Wall
Reaver
Drop
Zealot/Goon/DT Wall Break Crew
Mass Unit Drop
Goon/Observer Contain:
This is probably the most common
strategy a Terran player will see. The Protoss player will usually hit the
Terran’s wall early on trying to break in. In order to stop this early goon
attack the Terran player MUST go tank with his/her first factory. DO NOT get a
Vulture first then get the Machine Shop. Go to Machine Shop right after the
Factory is done then begin building a Tank once the shop is done. After you
get your Tank bring it to attack the Dragoons trying to kill your wall. Usually
you should be able to get the Tank to attack the goons before the goons can
reach the Tank, because the Tank has more range. This usually stops the Protoss’
early Dragoon attack. After this most Protoss players will tech straight to
Observers and plant their Dragoons outside your choke and try to contain your
expansions/attacks. If you see a Protoss player getting Goon/Observer combo I
recommend expanding to your natural after your first or second factory. Then
pumping tanks. Tanks will own Dragoons. once the Protoss knows your going
mostly Tanks he will most likely get Zealots/DT/Dragoon. Just remember that when
he gets Zealots you’re going to need Vultures with mines. *Just use
Tanks/Vultures/Turrets to combat Protoss ground. Remember to space your tanks,
scan for Stargates, expand frequently and play smart.
Early
Zealots/Preventing Wall:
This strategy is a nice one to see,
because usually it is very easy to stop. Most of the time a Protoss player will
build a Pylon with their scout Probe in your wall – meaning Zealots can get
through. once you see this I recommend building a Bunker and start going
right to Vultures and mines. With a few Vultures you should be able to easily
kill the Zealots. If the player goes for the Bunker then just repair it and have
Vultures for backup. If by chance the Protoss player is able to get Dragoons in
lay mines right next to the Dragoons and watch them die.
NOTE: once
you kill the Pylon blocking your wall replace it with a Depot so your wall is
complete. After this I would recommend pushing your opponent because he will
most likely be weak from spending all his money on zealots. He will usually
have very little tech and makes for an easy game.
Reaver Drop:
This strategy has lost a lot of its fame and is not used a whole lot
anymore. However, if you see Reaver tech put 2 Turrets around each of your
Command Centers and maybe 1-2 Sieged Tanks. This should be enough to stop any
Reaver drop. If they bring Zealots along with a Reaver try to kill the Reaver
first, if your opponent keeps picking up his Reaver with his shuttle attack a
certain Zealot then change back once the Reaver is dropped again. once
the Reaver is gone its up to your micro to kill the two zealots.
NOTE:
This strategy is a lot like the Early Zealot/Prevent Wall strategy, especially
if they perform the drop very quickly. If you’re able to stop the drop easily
you should be able to counter attack the Protoss player and have good success.
Zealot/Goon/DT Wall Break Crew:
This is not a strategy a
Terran player will see a whole lot but it is one that I did a few times
back when I played Protoss full time. This attack consists of 2-3 Zealots, 2-3
Dragoons, and 2 DTs attacking the Terran player’s wall. This attack can be very
deadly if the Terran player is not ready for it and does not have the necessary
detection. This attack is also very sudden, and something the Terran player
might not be able to scout. As long as the Terran player has a few mines, a few
Tanks and is able to prevent the Protoss player from getting inside his base he
should be all right. However, this easier said than done and often times the
Protoss player will be able to get inside. The Terran player should then try to
micro his units and focus on killing the DTs first. once the Terran
player stops this attack he should go and camp the Protoss player’s choke. After
teching and getting so many units so early the Protoss player will most likely
be weak and wanting to expand. The Terran player then just has to prevent
expansion, contain, and push into his base.
Mass Unit Drop:
When I say “Mass Unit Drop” I mean that the Protoss player uses a
Shuttle and goes back and forth lifting multiple Protoss units into the Terran
players base. This attack, if done correctly can totally screw a Terran player.
Many times Terran players will only focus on his/her choke and forget
about the possibility of the Protoss player dropping into the Terran player’s
base. If the Terran player finds out that a Protoss player is dropping multiple
units into his/her base he/she should send all his available units (along with a
bunch of SCV’s if necessary) to stop the drop. Remember to micro your units,
have the SCV’s (if you brought them) clog the Zealots path, and repair
Tanks/Vultures when necessary.
NOTE: Sometimes Protoss players will do
this then attack the Terran player’s wall at the same time. If this happens
bring back a Tank or two to your wall and siege them. Hopefully that will be
enough to stop the wall attack.
10/12 Reavers Reavers Reavers!!!! by GoSu)QuiKSilveR
This article has been rated 6.0/10 (11 votes)
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To all of the protoss players out there, many of us
know that reavers are one of the best units to use in the game (well I
think so). But how do we utilize them to their maximum capacity? Well, in this
strategy I will discuss the usage of Reavers against all races and getting the
best possible usage of them. Before I get into this, there are a few things that
are always necessary for reavers.
1)Always accompany them with a
shuttle! I know many of us on WGTour usually use reavers with shuttles but
if you dont you just wasted a lot of money!
2)Always build scarabs RIGHT
AWAY! If your reaver runs out of scarabs it will stop attacking and you will not
be able to destroy any foes against it. Chances are that they're going to go
towards the shuttle so you cant escape. If you run out the best idea is to build
them and put it in the shuttle right away so you can get two full ones.
3)Scarabs have a range of 8 clicks (apparantly thats what the manual says)
Some things you should know is it has a greater range than all infantry troops,
vults and goliaths (ground), lings, hydras, lurkers, defilers, ultras, drones,
scvs, probes, zlots, dragoons, templar (dark and high), archons, and seige tanks
in tank mode. If a seige tank is in seige mode and you plan on walking your
reaver toward it. You will die too fast. Seige tanks have a range of 12 and by
time you get there you will at most do i scarabs worth of damage. That is 100 or
125. That isn't enough to beat a tank(it has 150). Reavers have the same range
and in this case you should always try to bring up your reaver every time he
sends a scarab your way.
Now I am going to start with the easiest for
reavers to overcome, and to me thats Terran. I am not going to give you the b/o
for reavers because I am sure that has come up in the dossiers a few times. But
try to always start with 8 pylon. one thing I have noticed is that Terran
like to hide turrets under the engineering bays or barracks. There really isn't
a simple way to get around it but you can upgrade shuttle speed before you go in
and grab 2 reavers instead of 1 reaver and 1 dragoon or 2 zealots. Then you can
drop them and take out the turret hopefully without losing your shuttle. You
will need the shuttle because they will most likely have Tanks and vultures. 1
Scarab can normally take out 4-6 vults when clumped together trying to mine you
out! Tanks will attempt to seige from a distance or near another turret hoping
to destroy you. Don't go after it!! Just move out of its range and when it tries
to unseige pick up your reavers and get them within range of tanks. You will
most likely win after this. If not make an extra gate and start pumping goons
and lots and go for range and speed upgrades. If they lift and you have no
accessible goons it would just be better to get a stargate and have a fun time
using sairs against them. They won't land because they know that if they do your
scarabs will deal 25 times more damage. After this the game is yours.
Protoss vs. Protoss is the most fun match because it is easy to get
ahead. In Protoss vs. Protoss, always try for an early expansion. Like on
13/17 make yourselve a nexus at your natural. From here do a stargate and double
robo facility (after getting required builds). Then get about 1-3 cannons
surrounding both your main and your natural, to prevent reaver drops and dt
attacks. You will have enough resources. Now make an observatory first and then
your support bay. Make 2 observers (one in each), then build 2 shuttles (one in
each), this is where you will get your support bay up. Upgrade shuttle speed,
then if you have time, upgrade scarab damage, make 4 reavers, and simply drop
on their resources. They will most likely have zlots, goons, reavers,
temps, or dark tamplar when you drop (that is why you made obs first). Just keep
lifting any reavers getting attacked, and if the enemy is trying to go for your
shuttles first instead of the four reavers give them a nice little ~LoL~. If
storm is available to the enemy put your reavers in the shuttle, they won't get
hurt in there! You will most likely win after this, if not keep pumping reavers
and make an extra robo facility!
Protoss vs. Zerg is the Hardest matchup for
any Protoss player. one thing to do is make an early expansion base (like
above) but make fast cannons and then get a gateway and gas and tech to reavers
and sairs. Do double robo because hydras eat up reavers for breakfast. Make at
least 4 sairs so you can defend against a muta attack. This is what you want to
attack with by time you are ready:
---------3-5 Shuttles
---------6-10
Reavers
---------2-4 Reavers still in your base
---------6-8 Corsairs to
attack mutas, guards, devourers, scourges, and Overlords ()
With this
you should win. one thing to look out for is LuRkErZ. They are deadly units
that if they can burrow will devastate your whole drop. If lurkers are coming to
burrow AIM FOR THEM. Since they take the most hits the units around them will
also be affected and with 6-10 Reavers lets hope you dont lose one. The
only simple way to lose them is to stop building scarabs and let them walk
towards sunkens(which has happened before). one final thing, when dropping
Reavers of this magnitude, separate them or else they will come out VERY SLOWLY
and you will lose one.
~Good Luck and have fun with this!
10/12 General Tips And Strategies by Troku
This article has been rated 5.9/10 (30 votes)
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General Tips And Strategies
Terrans
Terrans are the "balanced" species. Prima's Official Strategy Guide
States that they are the middle-of-the-road species that offers a good balance
of numbers and technologie. And its true.
TIPS:
- Never stop
building SCV's. NEVER! More scvs = more money and faster money. When making a
new expansion move 8+ scvs to the mineral patch just before the command center
is finished. That way you have minerals fast, easy, and right away (no stalling
and building tons of scv's from one cc). Keep doing that with every
expansion.
-Get a comstat early, especially in games against protoss and
zerg incase they lurker drop or dark templar rush.
-Hot key you
comstats. This will speed up cloak detection, and make a big difference in the
game when trying to find an open area to expand or stage units.
-Build
turrets around your minerals to protect against drops; choke points to keep
cloaked units from passing your defenses; around important tech tree buildings.
Also, if you want to hold a player from expanding, build one in mineral
patches so they can't build until they destroy it and you'll know that they have
a small base about to be set up. Take that out if they have little defense there
(small group of units I mean) then that will set your opponent back in speed and
minerals.
-Expand and don't bank too much. Minerals are there to spend.
2000 minerals anytime in the game while your making units at the same time isn't
a good sign, especially if you only have a couple expansions. When you make
an expansion, move your scv's over like i said. If you can't spare the scvs then
you must have stopped making them earlier.
-Out of all races, the
Terrans need to micro the most. You should know how to micro and if you don't,
go play some public games and ask around. (Public games are mostly noobie so you
probably won't get far)
-Also, if you are going to tech right away (btw
dont tech right away vs zerg), block your choke. Use a barracks and 2 supply
depots (depending on the type of choke), don't block with all depots. Most
people know not to do that, but i had to put it here because it's "General",
hopefully you know. If not, talk to me on east or Europe. PM me for my name
if you want.
-This is noobie, but a good way to harass if your opponent
is on the forgetful side. Lift a fatory on a ledge or in his bad (he
must really suck then) and build tanks.
T V Z:
-Firebats
with marines and medics. That is the best combo against Zerg early on.
Firebats 16, splash, fire attack eats through hydralisks and zerglings like a
fat kid at a fast food outlet. Marines have the range and medics have their
healing capabilities to help out the firebats.
-Never let them infest.
(Shouldn't happen anyway)
-Valkeries and overlords (a good combination
if your terran). Groups of valkeries can take down overlords extremly fast.
-Irradiate works beautifully vs zerg lurkers overlords, well any zerg
unit so dont be afrain to get it.
-After making your m&m or
m&m&f you can build a few tanks with siege mode upgrade to take out
their sunkens. (Piratemyz's edit)
T V P:
-Use science vessel's
EMP on groups of units, and rob them of their shields. Archons are
especially good targets.
-Somstats, use them to spot dark templar,
observers, and enemy bases. Blind observers if you get the chance.
-Refer to the general tips for the turret protection and tech. defense.
T V T:
-You don't necessarily have to block in games vs terran.
Most people barrack scout and tech to vultures/tanks.
-MICRO! Micro is
very important in games like these, Boxer usually used dropship micro a lot
along with vulture micro.
-Watch a replay of Boxer or Nada and pick up
strategies because i can't TVT, I hate it. But, use your own style if you want.
ZERG
Withour much tech, you gotta use strategy to win more than
the other races.
TIPS:
-When using hydralisks, dark swarm them
with a defiler to keep them from being killed, and assault enemy bases.
-Macro is important with Zerg, and when you expand use nydus canals to
connect each base.
-Never stop building drones, do the same thing I said
in the Terran section about expanding etc.
-Use some sunkens and spores
around mineral patched to protect yourself from drops.
-Burrow a unit in
empty mineral patches to stall the opponents from expanding.
-Use
lurkers vs infantry, but I'm still not sure if hold (stop) lurker is legal in
WGT.
Z V T:
-Don't be afraid t use parasite on Terrans and
watch them go (free map hack), also you can parasite critters as they fly/run
around the map. VERY useful.
-Defiler swamr on terran units and
buildings. WHY?! becauses then you can send in waves of zerglings and
Ultralisks. GG no re.
-Plague supplie depots, if you stall the opponent
long enough they'll blow up.
-Infest? Maybe for fun vs. noobs. Otherwise
don't waste time.
Z V P:
-Hydralisks and zerglings early and
micro vs groups of zealots/dragoons. That will give you the lead early in the
game. (Depending on his defense, watch out for cannons on ledges)
-Look out for those annoying corsairs, protect your overlords.
-Mutalisk rush can easily take out a protoss thinking you are going
ground. Make him think that. (muta/ling)
Z V Z:
-Not too sure
about ZvZ, but I'll give it a try.
-Upgrade your zerglings, hydralisks,
and ultralisks.
-Expand before the other zerg payer does, macro is
important use the nydus canals to keep each expansion safe.
-Vs noobs,
try a good old nydus in his base (had to put it in there, I couldnt resist)
Protoss:
My favorite! The overly technological and powerful
Protoss.
TIPS:
-Macro/Micro are important, same as Zerg and
Terram, don't stop building workers (same expansion methods as Terran/Zerg), but
try to expand every 5 minutes.
-Each expansion that is in an ordinary
base (not island or natural expo) put around 5+ gateways.
-Have around
7+ expansions if you can, I know I can.
-Build lots of pylons before you
run out of psi, if not, gg no re for the opponent. Not havin psi will slow you
down badly. PM me for building orders.
-Gas is important, get it early.
-Build a couple cannons around each nexus to protect them, they're worth
it.
-Hallucination is a forgotten tool, but it can scare the opponent a
lot. Ha! Maybe, he/she will see you attacking and say gg then leave? The would
be noobish, but its a possibility.
-High Templar drop behind minerals
and storm workers, it's way better than a reaver drop. If you can get out into a
dark corner, merge or save up energy.
-Place observers all over the map.
Seeing an army attacking you helps a lot.
P V Z:
-Use maelstrom
and psionic storm against zerg; this might win it for you.
-Overlord
hunt with corsairs, this slows Zerg players down a lot.
-At first of the
game start out with zealots and once you have around 8 of them (around 5-6
minutes into the game if not go with 5) rush and tech to goons, zealots keep
zerglings off your dragoons' back and dragoons will help take down zerg defenses
easily.
-Late in game get corsairs to keep mutalisks at bay and hunt.
-Put cannons around nexus and tech tree buildings to keep mutalisks and
lurkers out.
P V P:
-Rush with a large force of zealots and a
few dragoons backing them up, this can often win it or do a lot of damage.
-After a rush, tech to dts and see what they can do. If your opponent
has cannons at the choke get a shuttle.
-High templar drop works
particularily well vs protoss.
-Get some reavers to harass and support
your armies.
-Expand a lot. block off the map for you opponent and make
him turtle into his base.
P V T:
-Again, High Templar drop works
well against terran too. It probably works best unless the terran puts a lot of
turrets and a couple bunkers around the minerals.
-Dragoon rush with 2
probes can take down part of the blocked choke. If they don't block and you know
it; get a formidable attack force of zealots instead and run pas to their
minerals. If Terran used bunkers and emptied them to help out send in a few
dragoons to take out the empty defenses.
-Reaver drop works well but not
as well as the high templar drop. Still useful to take out tanks with some
shuttle micro.
-If Terran player pushes, (by that time you should have
more expansions) attack with a zealot/dragoon combination from both sides. To
beat a Terran push you should have speed sealots and range dragoons.
There are so many different ways to face an opponent that i didn't
mention, but I don't have time to mention them all. I'm ging to end this here
after my conclusion. This might have helped you, or not, but this is just for
reference so no flaming please. Don't depend on these, they are just
suggestions. Heres the most important suggestion of all though: Learn your own
style and use it. only then you can improve. Good luck everyone. I also
recommend that you check out the Prima Official Strategy Guide. Thats where I
was inspired to make a General Tips and Strategy dossier, only I used my
own ideas and some ideas from friends who help me test my strategies.
Special Thanks to:
Everyone from Prima Publishing® for the
inspiration.
Greg, for playing Starcraft with me all these years.
Nuke,
for gettin me on the right track.
Claw, for pushing me to get better.
Alphas:Gremlin, KIA, Joesmama, Killa, and Overkill, for bein great friends
and members. I've acually learned quite abit since I was in AlphA.
And
anyone who has been around, and is a friend of mine who I cannot think of at the
moment.
Thanks everyone.
Troku
P.S. Special no thanks to
fightinganders who has already flamed this before he read it and he admitted it.
10/14 The art of expansion by Jimram007
This article has been rated 1.1/10 (9 votes)
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When you play the game of Starcraft, you know
that one of the huge keys to your success is located inside of your
economy. It may also seem that the art of expansion is very simple. Send a SCV
to your expansion and bang you have your beautiful expansion. Well, if expansion
was that simple then more players would have even more success winning a game of
Starcraft. This article will describe to you the art of what you should be
thinking about when you are going to attempt to expand your main base from an
original location into a new location.
An Expansion Is Useless Without A
Good Location:
Your playing a game on Lost Temple. You have a
choice of two expansions, your natural expansion which is much easier to be
defended but has only minerals and no gas or you could take a location
which is farther away but includes gas and you could defend it by sending units
over to it. Which is the best method of moving through the game of Starcraft?
The expansion's location is important. Your natural expansion is one of the
most important expansions to the player of the game because it is a position in
which you are expected to take advantage of the minerals assigned to you. Do not
neglect your natural expansion, it's your most important expansion. The other
expansion is something that will be necessary for success as well because 9 out
of 10 times you will need gas to be successful in doing your attacks against an
opponent. However, the location isn't good and the only reason I would take
this expansion early on in a game is if it gives me superior positioning
over my opponent. Perhaps this allows for me to gain an opportunity to overflank
to my opponents left which would allow for me to do a dropping attack and use a
flanking attack with units to come on around through the choke point. The
location of an expansion is one of the most important details that people
will not consider. The natural is usually the one exception but I have seen
many good players skip this natural expansion and take that early jump for gas.
The result, defeat.
An Expansion Is Useless Without Proper Maintence:
"All right." you state, "I have decided to expand to my natural.
once I create the expansion for the Command Center and get a few SCV's
there to give me a small economic circuit should I continue to manage the
expansion?" If you state No, this is a good time to change your mind about that
simple thought. Micromanagement is key to an expansion and most
players(including myself) will sometimes neglect this simplicity. I will
sometimes create a group of SCV's and I will forget about my Expansion for a
while and not come back and manage it. Then I wonder why it was slim pickings
for my opponent and my expansion is gone? Remember this, an expansion is
only as good as you can maintain it. How do you properly maintain an
expansion is another very common question new players generally will ask.
Maintaining an expansion is an art and I like to follow a small number of steps
in this maintence process:
Step 1: Ask yourself a question. Is the location
of my expansion an area in which I will need to have units or defensive
structures to maintain the expansion area? If so, plan on bringing some
ground units and more peasants to build the defensive structures. If not, bring
something anyway. Every good expansion needs some sort of defense to back it's
self up in case of an attack from an enemy. A GREAT expansion can last through
any attack.
Step 2: Ask yourself another question. When is the best time
for me to start this expansion process? An expansion will generally take me some
time to maintain properly as you have stated earlier. When is the best time to
expand? This will vary from player to player and I feel that the player of the
game of SC will have to maintain their own opinion about the proper times.
Generally, I like to consider a simple rule of thumb: "Expand when you note that
your mineral production is starting to slow down at a slightly slower rate." How
do you note this rate? Well, let's assume that early on you are able to
build your buildings whenever you wish and then a few minutes later you find
yourself waiting for money. This is a good time. Another interesting time is
after a counterattack of your opponent because they will be back on their
heels. If you initiated the attack and expansion might work but it's generally
better to be saved with a counterattack.
Step 3: Why not ask another
question to yourself. Ok, I have finally reached my expansion location. What
should I be doing next? You should be looking around the base and finding any
locations that you can use to your advantage. Is it a high ground expansion? You
could use Siege Tanks or Bunkers as a HIGH Ground advantage defense which will
do you a lot more good then without this high ground. Then you will want to
build your Command Center in the best economic spot in between the Minerals and
the Gas mine if needed. It's important for this spot to be found because if it
isn't your expansion will not be as efficient as you would of liked.
Step 4: Start to develop your expansion by placing your defenses in the
proper positions.
This process seems like it would take a lot of
unnecessary time. However, good players can run this process in their head in
10-15 seconds! Should you be thinking about this things right down to the
second? Yes, you need to consider everything and create the expansion.
In Conclusion, The expansion is the key to any player's success in a
game of Starcraft. Neglecting the power of an expansion is neglecting your idea
of winning the game of Starcraft. It's also important to note that expansions
are usually in positions that will help you instead of hurt you. An expansion
across the map is useless when your base is on the opposite side of the
map.
So, expansions are important. You now understand that! Happy? Good.