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)


[back to strategies list]


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.