StarCraft/Protoss strategies: Difference between revisions

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{{Cleanup|date=September 2007}}
{{Cleanup|date=September 2007}}
{{Header Nav|game=StarCraft}}
{{Header Nav|game=StarCraft}}
===Starting tactics===
The first thing to do at the start of the game is to build three pylons at the front of your base, then build three gateways in front of the plyons. As the gateways are building get some more probes to start to get gas and more minerals, Also build three forges for the upgrade of the Zealots you build. After the gateways are built you start to build around about 15-20 Zealots for defenses. '''DON'T BUILD PHOTON CANNONS!'''. Photon cannons are not good for defense at the start of the game they cost 50 more minerals than Zealots and Zealots are stronger and they move. After you build 15-20 Zealots you now have good defenses and starting position, the rest of the game is up to you.
==Hallucinating units==
==Hallucinating units==
Hallucination (hotkey L) creates two duplicates of the target unit which do no damage.
Hallucination (hotkey L) creates two duplicates of the target unit which do no damage.
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==Rushing==
==Rushing==
=== Zealot Rush ===
The zealot rush is one of the earliest attacks performed by the Protoss.  It is also performed by the computer in skirmish matches, either by sending three zealots, or by constructing the full army of 12. 
===DTR===
===DTR===
The Dark Templar rush involves getting 8 dark templars out near the enemy base as soon as possible.
The Dark Templar rush is a mid-to-late game tactic involving an army of dark templars. While they can inflict damage, they are vulnerable if your opponent has any form of detection units or aircraft. As such, they will need to be paired with anti-aircraft (such as corsairs). This only applies to the [[StarCraft: Brood War|Brood War]] expansion, where the unit is introduced, and requires constructing the Citadel of Adun, followed by the Templar Archives.  
*First you get 2 pylons and 2 gateways. Then when you get 300 minerals again get 2 more gateways. As soon as the first finishes get a cybernetics core and get the warp gate upgrade. Then get the dark shrine. Change all 4 of the gateways into warp gates as while they're turn in train a probe with the boost and get a pylon near the enemy base. warp in 4 dark templars and then right after the CD ends warp in 4 more and micromanage them in the base and harass the command center/hatchery/nexus and once it is dead destroy the workers while the enemy gets his army over to you. Cause as much damage while they're getting over to you but while your killing the main base get 8 more dark templars and send them in also. If you do it correctly you'll have enough by the time hes making his first starport.


  -This rush build can work with zelots and stalkers.Than he will be strong but will take gas so you can use only zelot rush.
When used alone, they are good for taking out distracted players, since economic units are killed in one hit by Dark Templars and do not announce that the forces are under attack. However, detector units that can uncloak Dark Templars will cause them to be less effective than a Zealot rush.


==Reaver dropping==
==Reaver dropping==
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<sup>4</sup>Gateway goes here followed by assimilator and pylon if you made a 2nd cannon.
<sup>4</sup>Gateway goes here followed by assimilator and pylon if you made a 2nd cannon.
==Defense==
==Defense==
===Observers===
The Observer is a great early warning unit when playing on levels like Wheel of War when you can spy on the enemies advancing army and, due to the Observers detection ability, you can also tell if there are cloaked units. The ability to detect is also useful when attacking burrowed Zerg units such as Lurkers, this will surprise and confuse the enemy as well as prevent an ambush from behind.
===Photon Cannons===
===Photon Cannons===
A common mistake among amateurs is to rely too heavily on Photon Cannons, placing too many of them close together in "cannon farms" or concentrating them in bottlenecks of anticipated attacks. The opponent can easily counter this by investing in air forces that can bypass the cannon farms, or by developing an antidote to the cannons such as Guardians. Either way, the heavy investment in stationary artillery is neutralized, and the enemy's superior investment in mobile units is likely to pay off. Also, as enemy units receive upgrades, the effectiveness of cannons degrade over time. Cannons should either be in tight clusters so that they can defend each other, or scattered to maximize their ability to detect cloaked units. Another common mistake is to power a group of many Photon Cannons with only one Pylon, which allows the enemy to simply destroy the Pylon powering the Photon Cannons before they have time to cause substantial damage to the attacking force. Even a simple cluster of a few Pylons or a number of overlapping Pylon fields is enough to solve this problem. Experienced players often use pylons or other buildings to prevent melee units from properly attacking their Photon Cannons.
A common mistake among amateurs is to rely too heavily on Photon Cannons, placing too many of them close together in "cannon farms" or concentrating them in bottlenecks of anticipated attacks. The opponent can easily counter this by investing in air forces that can bypass the cannon farms, or by developing an antidote to the cannons such as Guardians. Either way, the heavy investment in stationary artillery is neutralized, and the enemy's superior investment in mobile units is likely to pay off. Also, as enemy units receive upgrades, the effectiveness of cannons degrade over time. Cannons should either be in tight clusters so that they can defend each other, or scattered to maximize their ability to detect cloaked units. Another common mistake is to power a group of many Photon Cannons with only one Pylon, which allows the enemy to simply destroy the Pylon powering the Photon Cannons before they have time to cause substantial damage to the attacking force. Even a simple cluster of a few Pylons or a number of overlapping Pylon fields is enough to solve this problem. Experienced players often use pylons or other buildings to prevent melee units from properly attacking their Photon Cannons. Some players think it is effective to "bottle cap" the enemy base on fastest maps with Photon Cannons. The downfall is that in order to be effective you need to pull together all your minerals to supply this "bottle cap" defense. Also to attack you either are super rich and can supply cannon bottling and units, then you can save your troops and attack when the time is right. Otherwise, it is good to tell your allies in allied games you are going to pump up some Photon Cannon walls when you spot the enemy. The goal is to be quick and efficient. If the enemy spots you when the cannons are still producing, your done. When your done, it's good to have a good 2 allies at least swoop in for the kill. On other maps, however, a smart cannon farmer would create cannons on all levels of ground. That means cannons on ground, hills and trenches. That way, when things like Siege Tanks, Guardians or Reavers can focus on one cannon while the others on different ground levels go for the kill.


===High Templar===
===High Templar===
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Carriers are expensive units with both extreme strengths and weaknesses. Though their firepower is not overly impressive compared to their cost, they are able to fight efficiently in large packs. Seeing as most good counters to Carrier armadas are ground based, their aerial mobility makes them excellent for hit-and-run tactics. They also are invaluable in controlling isles - parts of the map separated by water or other terrain limited to air units - because it is difficult to muster large ground forces to defend such areas.  
Carriers are expensive units with both extreme strengths and weaknesses. Though their firepower is not overly impressive compared to their cost, they are able to fight efficiently in large packs. Seeing as most good counters to Carrier armadas are ground based, their aerial mobility makes them excellent for hit-and-run tactics. They also are invaluable in controlling isles - parts of the map separated by water or other terrain limited to air units - because it is difficult to muster large ground forces to defend such areas.  


Tightly packed Carriers are extremely susceptible to the Zerg Defiler's Plague spell, which leaves them with nearly no hitpoints. Carriers are also vulnerable against ghosts due to being locked down and rendered useless, and to a lesser degree with an Arbiter's Stasis field.
Tightly packed Carriers are extremely susceptible to the Zerg Defiler's Plague spell, which leaves them with nearly no hitpoints. Carriers are also vulnerable against ghosts due to being locked down and rendered useless, and to a lesser degree with an Arbiter's Stasis field.  Another big weakness is the battle cruiser, being almost completely  opposite to the carrier makes it a very effective, and dangerous opponent.
 
 
====Carrier Sneak====
The carrier sneak involves building arbiters and carriers to work in sync to get past bottleneck defenses without detection.  To effectively use this attack you '''MUST''' have good information before building, if the enemy is zerg then don't use this method of attack or else you will lose the element of surprise, due to their overlords, and your carriers will be subject to attack before necessary, also if the enemy area that you are attacking has a large number of detectors inside its base this won't work properly.  First build carriers and put them in groups putting one arbiter in each group (4 carriers per group works best), then give each group a number or letter (to do this select all the units in the group, then hold shift and press the letter or number you want that group to be).  Tip: to confuse the enemy add hallucinated arbiters to the attack.  Remember that arbiters move faster than carriers and aren't invisible.  For added protection when playing against another protoss, drop two or more reavers behind enemy lines and take out the defense pylons leaving room for a land and air attack.


==Teching==
==Teching==