Strategies
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!