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Here is some starcraft strategies!

PROTOSS
When
starting in the Protoss game, a player must learn two basic things. One is
that no Protoss unit is expendable because of its cost and second that
Protoss is all about calculated gambles. These two facets of Protoss play
will guide you on playing the Protoss.
Protoss
Cost
Almost everyone knows that the Protoss are exceptionally expensive and
powerful. This, I will go through this fast, means that you should never
waste your Protoss units. Use micromanagment and upgrades to keep your
Protoss units alive and running. Also, the strength of your units means
that against every race, the Protoss will want to get into a position to
over power the lesser race. I will go more in depth about the
micromanagment and upgrades later.
Protoss
Gambling
The Protoss tech tree calls for an interesting method of play. The tech
tree is not as flexible as the one of the Zerg nor is it as strong as the
one of the Terran. However, it is really much like a blend between the two.
A Protoss player can tech any direction he/she wishes, but generally will
have to gamble on the most feasible option. This is because the tech trees
for Protoss are all expensive and in early game one must choose the tech
that one will think will most benifit oneself (phew!). All Protoss attacks
are calculated gambles too. Attacks should be done, like Protoss teching,
on the spot that has the highest chance of success. All the races do this,
but Protoss has neither the seige power of the Terran or the expendable
forces of the Zerg. Thus, the Protoss must make each attack count. Keep
these two aspects in mind. Be prepared to gamble and gamble well.
Protoss Philosophy
When playing Protoss, keep three things in mind: Agress, Macro, and Expand.
I suggest, for the serious gamer, to write these three elements down and
post them on your computer screen(on the side) to look at while you play.
The post will remind you to do these important things. Also, the power of
the Protoss lies in their unit power, as previously mentioned. That means
that you should try to keep your units alive. Secondly, and the most
important part of playing Protoss is OVERPOWER the opponent. Throughout
the game, you should be looking for openings you can take to overpower the
enemy. I will leave this as a concept because each player needs to find
out for themselves what their concept of overpoweingr is. Just remember
these words and think it over.
General
Build
7
Probes
Start 8th probe
Build Pylon when 100 min
Build 9th probe
Build 10th probe
Build Gateway at 150 min
This build sets you up to tech up any tree you wish. I will add variations
of the trees later on. However, when using this build, keep in mind this
one is for land maps.
Defensive
Build
7
Probes
Build Pylon when 100 min
Build 9th probe
Build Gateway at 150 min
This build sets you up to defend against rushes. However, when using this
build, keep in mind this one is for land maps.
Island
Build
Start
8th probe
Build Pylon when 100 min.
Build 9th probe
Build Assimaltor when 100 min.
This build sets you up to tech up your tree of choice on an island map,
where having an early gateway means nothing. Getting a good gas foundation
is much more important. I generally do not get my gateway until I have 150
min. and a probe building. Also, building a Zealot might be
counter-productive because it will set you behind on your tech. Wait until
Dragoons before making stuff out of your gateway.
Protoss
Building Placement
Many
Protoss players fail on building placement. Good building placement is
generally the last line of defense you will have, so make it count. I will
describe how, generally, a Toss player's base should look like.
A
Toss player's pylons and psi are his/her lifeblood. Your buildings should
be placed so that multiple pylons would have to be destroyed to remove
power. Also, your base should be relatively clean so it's easier to do
micromanagment in your base. The best way to do this is demonstrated by
this picture
Credits Broodwar.com
You
see, your pylons and buildings form a wall that prevents enemies swarming.
That means your last few warriors can easily hold off melee forces much
larger than them. Notice that destroying one plyon will not ruin your
power supply.
However,
I see many people placing pylons and tech buildings in odd spots. Some
people build rows of pylons that don't power anything- just because they
need the pylons. This is a no-no. Here's an example of what not to do
So... Place your base like the way I showed you. It helps. Really. Place
your tech buildings inside the pylons and the unit factories outside. Good
Luck
P.S.
-taco- brought this up- I'd suggest at max 4 cannons around your peon line
when your control is about 40 and/ or they are going for cloaked units.
Otherwise, don't worry too much about defense; Starcraft is based on using
units, not photon cannons. Can your photon cannons fly to the enemies base
and attack? Generally, no.
Protoss
Expanding
What does all this mean for the Protoss? With the Protoss, the most common
overlooked factor is taking an expansion. With the Zerg, taking an
expansion is necessary due to the agressiveness that Zerg must be played
with. With the Terran, expansions can easily be taken by mobile buildings
and easily transported forces.
With
the Protoss, however, a Protoss player might be content with his/her base
because the effectivness of Protoss magic. This is a no-no. Protoss must
expand. As a Protoss player, you must never let Zerg outnumber you and a
Terran player outpower you. For either one of them to do this, they must
take expansions too. If you match their expansions, you will be able to
OVERPOWER them. This is the main goal as Protoss.
OK.
Time to cut the fat- Here's real deal
When
to Expand
Now you know why to expand, you need to know when to expand. A good
expansion time is at 30- 40 control. Every 30-40 control you should take
an expansion. This will change against different players. If against a
Zerg you might be forced to do a Early Cannon Expansion (will be in a
build order soon). In that build, you will expand around 14 control.
Against Terran you should try to expand as soon as they do, maybe a bit
earlier too - 20-30. Normally, however, 30-40 works just fine.
How
to expand
Definitely never expand with your expansion nude. This means not erotic
pictures of females, but an expansion without defense. Move some, 1/4,
troops to the expansion. More if you expect attacks to be made on it. Set
up up to 4 cannons maximum in the proximity around the nexus. Expand in
locations where you can defend easily. Defend them well. This section is a
bit short, but I just want to focus on the point that you want to protect
your expansions when you expand.
The
Basics
Protoss is focused on the micromangement of certain units to overpower the
enemies. Micromanagement is basically looking over a battle and making the
most effective use of your units. Micromanagement falls into four parts:
Ranged Micromangement, Melee Micromanagement, Flanking, and Counter
Flanking.
Ranged
Micromanagement
Ranged Micromanagment is the micromangement of ranged units. Generally
this is the Dragoon for the Protoss. The most basic thing to learn about
this is dancing. When your Dragoons are hurt in battle (this will almost
always be the lead Dragoon), move them to the back of your other Dragoons.
This way, they will still attack, and will survive longer. When
micromanaging against melee units with Dragoons, back them up a
considerable distances and hold position. The melee units will be forced
to run up to your again and many will die in the process. Rinse and Repeat.
This tactic also works against other ranged units that do not have as much
range. On the other hand, generally dance your units.
Melee
Micromanagement
Melee micromangement is basically the same as ranged micromanagement. The
difference is one should try to flank when one has melee and the enemy has
ranged
Flanking
and CounterFlanking
Flanking will enhance your units power many times. A successful flank
might enable a small group of units or otherwise overpowered units to take
down a larger group. Split your forces into multiple parts, but no less
than 4+ warriors in each force (for Protoss or it might be too weak-unless
in earlier battles) and attack from multiple sides. Try to hit groups of
enemies when they stretch out from moving in the middle of the line and
from the sides so they cannot counter flank. If an enemy counter flanks,
pull your forces so now you will not be surrounded and it will be a head
on fight (making sure there is no trap).
On
Psi Storming
Psi Storm, by far, will be the magic of your choice and you will use it
ALOT during your battles as Executor. Thus, it is important to learn how
to use it correctly. There are really two main forms of Psi Storming. One
is to Psi Storm on enemy units when they clump. Simply cast it on the
middle. However, another good time to Psi Storm, is when the enemy is
moving. When they stretch into a long line, Psi Storm the first unit.
Generally, at the first command to move, enemy commanders will be at their
base queueing more units and finishing a few more tasks before turning
their attention once again to the attack. Thus, you can eliminate a good
number of enemies before the commander has time to react. If units are
spread out, pull back your units a bit so the enemy units will clump. Keep
on doing this until there is a healthy lump of enemy units and Psi Storm
away. Try This
What I like to do is to have 2-4 Shuttles of 2 Zealots and 2 Templar in
each. I take them and drop them off in front of enemy movement-outside
their vision and unleash the first Psi Storm and charge the Zealots in.
Charge the Zealots in and pull them out after reaching the enemy. For a
few seconds, the enemy will probably chase. Now, they will clump enough
for Psi Storm to get decent amounts. Let all your Psi Storms loose and
quickly load the Templar back in. Let the Zealots kill off a few more
survivors. It is a good idea to counter attack after intercepting an enemy
attack with this technique.
Conclusion
to Micromanagement
Use these forms of micromanagement to enhance your gambles in attacks.
Micromangment will greatly enhance your unit lifetime and strength.
Protoss especially is heavily based on unit strength and calculated
gambling. These tactics are the basis of every Protoss win.
Define
the Protoss Macro
The Protoss macro is an interesting concept. Macroing is basicly the
massing of your units constantly through out the game. Why would one do
this? Simple- to beat the enemy. The Protoss Macro is just as important as
the Protoss Micro.
How
to Macro
Generally, in the early game, hotkey your Gateways 4 and 5. Keep the 1, 2
,3 slots for your units groups. When in battle, queue one or two units in
your unit production. Just remember to keep on making units.
When
to Macro
Macroing seems to be an easy concept. However, it gets pretty complicated
(kind of). Macro ties in with expanding; expansions will yield more macro.
Along with expansions is cash - cash for units. One should never have more
than 500 dollars minerals and gas. Never (unless planing to expand).
Remember to queue up units when one attacks. Never queue more than 3 with
Protoss. If one finds one's money can only be delepted by having 3-5
queues in the unit factories, one should build more.
Here
is a pointers:
1000
cash(min/gas)
Expand
1-2 more units factories
Queue 1-2 units in all your current unit factories
Or tech
Manipulate these amounts according to the excess money.
Remember, when cash builds up, build more unit factories. Keep your cash
around 0. You know you are macroing right when that happens.
Protoss
Agress
Attack often. This goes for every race in Starcraft. I do not have much to
say in this section except for attack every 3-5 minutes. You should be
constantly looking for weak points to emphasize on. Just remember to
attack. Also, a word on Photon Cannons- don't have more than 4. The game
is based on agressing; playing defensively should be reserved for powering
and massing. Otherwise play offensively. However, this does not mean
recklessly attacking. Attack when you can win. In all, this section is
very short because all you need to know is to agress. Get a feel for it
yourself.
Protoss
General Overall
Remember that the Protoss is a race based on gambles and unit superioty.
Good gambles will bring out your unit superioty. Bad gamble will result in
your being overpowered. I did not talk about the different phases of the
game or upgrading. I believe that these two portions should be learned by
yourself. Find out what works for you. Remember this whole guide has just
been suggestions on what the Protoss is all about. With this foundation,
you should be able to easily try your own tactics. Remember:
Micro
Macro
Expand
Agress
En Taro Adun Executors!
You Start out by building 5 probes. Your Sixth One will build you a
pylon, keep it close to your nexus. As you build your 7th probe, build a
refinery(or whatever it is for toss). Send your 6th probe to mine
minerals. Your seventh probe will make you a gateway, after the gateway,
build a forge. Then build 2 probes. Send the first one to build up a line
of defence at the entrance. I recomend 3 photon cannons per pylon. While
you are building up your defence make the other probe mine minerals.
Once your defence is done, send your worker back to mine minerals, and
make it so you have 12 workers mining minerals, have the 13th mine gas.
with your 11th probe make it so you can build dragoons.
Then with that same probe begin to build a wall of pylons. Right to left
on your base. Then build another pylon wall top to bottom. Begin to build
starports(i forgot the name for toss. i am at a place where there is no
starcraft and there is no manual. oi veigh...) left to right. Then on your
pylons up and down build all the things you can imagine will helpyou kick
your opponets butt. If you want to see what its like, email me (
the_big_baby_bopper_nander@msn.com ) and we can set up a time for me to
show you on Battle.net. Or if your too lazy and by little chance we are on
at the same time whisper either Nander or DeadMuppet and we can play. I
also forgot to mention in my strategy... build one
more
base at least, or if you are in a money map build a second nexus, maybe a
third if allowed. GL
& HF!
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