StarCraft/Protoss strategies: Difference between revisions

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→‎Mind Control: Broodwar only
(→‎Mind Control: Broodwar only)
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The stargate tree is for air units, like corsairs and carriers. The stargate tree is, obviously, for getting combat air units. Against zerg, unless going overlord hunting, there really isn't much use. Against terran, however, it is important. Both the initial craft, scout and corsair, can be very effective against siege tank drops. Corsairs cast disruption web, while the scout destroys the tanks. Keep in mind that a smart tank commander would build missile turrets or bring marines/goliaths, so use the web and dragoons.
The stargate tree is for air units, like corsairs and carriers. The stargate tree is, obviously, for getting combat air units. Against zerg, unless going overlord hunting, there really isn't much use. Against terran, however, it is important. Both the initial craft, scout and corsair, can be very effective against siege tank drops. Corsairs cast disruption web, while the scout destroys the tanks. Keep in mind that a smart tank commander would build missile turrets or bring marines/goliaths, so use the web and dragoons.
===Mind Control===
Dark Archons have an ability called Mind Control, which allows them to take control of an enemy unit (duh.) While this has many applications around the battlefield, one of it's most prominent uses is to control an enemy worker and build up it's own tech tree. This can help you to cover some of the Protoss race's weaknesses with other races' units.