Protoss vs. Terran

About PvT

PvT is arguably the easiest matchup a Protoss player has to learn. The Protoss player's goal is to prevent the Terran from setrting up an effective push using Siege Tanks, Vultures, Vulture Mines, and Turrets for detection and anti-air. If the Protoss can hold off the push, or overpower it, or simply delay it long enough to tech to Carriers or Arbiters, chances are that the Protoss player will win. Like in any other matchup, the goal of both players is to take new expansions while denying and/or destroying expansion of the opponent. Having a large force of Zealots with the Speed upgrade, as well as Dragoons with the Range upgrade is crucial to holding off the Terran player. Teching to Arbiters or Carries forces the Terran to start mixing Goliaths in to his or her unit pump, therefore reducing the number of Siege Tanks and Vultures to deal with. Now, if you have a few High Templar with which to Storm the Goliaths, you'll be in good shape. Flanking in PvT is incredibly important, especially as the Terran is trying to set up the push you are attempting to stop. The best time to attack is while the Terran is unsieging its Tanks, as you will get in a good number of "free hits" while the tanks are unable to shoot back. If you can't catch the Terran at this crucial moment, try to hit them as he's moving. Plowing straight into his sieged Tanks isn't an intelligent idea.

~*rpf

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