Protoss "Tricks of the Trade"
The Story:
What makes SC so cool? It's all those
fun combinations of attacks and units you can put together, the kick ass
magic you can use, and the amazing battles you fight. Here's some of those
little things the protoss have that are somtimes overlooked- and some downright
nasty tactis as well.
Some Protoss "Tricks":
Laser battery?! No-
it's a shield battery!:
These rarely used buildings are incredible.
What do they do? For 100 minerals and requiring a gateway, these buildings
which build up energy will replentish all of you unit's shields two points
for every 1 energy used. Simply put, they add extra life to you units.
Out numbered? Make it seem like you've
got an army twice the size by running back to your batteries. This works
even better if you leave a zealot or two to suck up enemy fire to cover
your retreat.
This also works for your ships. Damaged scouts? They're
fast (speed upgrade)- run away, charge up, attack again. Great for hit-and-runs.
Taunt 'em with hallucinations:
Need a bigger army? Well, often time you don't
have the time and resources to wait and build up, so why not make it look
like you have more units. Use hallucionation. This templar spell will create
two copies of a targeted unit (works on anything- even enemy units).
There are almost endless posibilities as to
what to do with this spell.
Will you create mixed attack groups of real
and unreal units?
Will you scout with these units?
Will you have an attack of hallucinations? -- As a distraction, of
course, for your actual army. Hallucions can't attack and take double damage.
They also instantly dissappear when any spell is cast on them. One more
note- hallucionary carriers don't have interceptors.
Will you 'triple' the number of your power
units the scare your opponett away?
The choice is yours.
Double the pylons:
It's been written on many strategy pages-
when attack protoss early, sacrifice units to take out the pylons near
their gateways. This tactic is even listed as a great way to defeat
protoss in Prima's Official Starcraft Strategy Guide! How wrong they
are...
First of all, you'll easily be able to take
out the units doing this.
More importantly, you'll want more than 1
pylon covering each gateway. When I build up in early game, I'll always
have 3-4 pylons covering each gateway. Nothing'll take all of them out-
so I can keep building zealots. Kill the attack, rebuild any lost
pylons (unlikely), and counter-attack.
Bigger isn't always better:
Zealots pack a big punch. Don't think that
they can't stand up to larger units in the game, and those that do more
damage.
For protoss, zealots easily take out dragoons-
their explosive damage type does 50% to zealots.
For terrans, zealots waste goliaths and simply
run up to siege tanks, defeating them as well.
And for Zerg, zealots will take out ultras
when outnumbering them 2 zealots to an ultra (several will survive, as
well). In fact, 10 zealots can often kill 6 ultras.
"Suck it up!":
Protoss units tend to have plenty more hit
points than those of other races. Use this to your advantage- more than
simply living longer in a fight.
Want to take out specific units or other targets? Simple-
run at it and attack. You're superior number of hit points (not to mention
psi shields) will absorb plenty of damage- and you'll still defeat
plenty of enemy units after you've completed your other objectives.
A few bunkers or cannons? Run right past!
"Charge!?":
Run right into fights. Your zealots will most
likely form some kind of line as you charge into battle. Don't worry- this
is an advantage of sorts! You're first few zealots to enter the fray
will draw a large amout of enemy fire, allowing the following zealots to
wreak havoc on enemy targets without taking any damage. (note: not
as great vs. bunkers)
If you don't feel like even losing a few zealots,
line them up paralell to the defending units.
Also, if you feel that your troops are seriously
out of position, move them to a different location nearby. Make the defender
take the offensive! Zealots seem much more powerful when on the defensive,
and are fighting on their own terms.
Problems with "Superman":
So... you've barely won a fight. You've only
got a few damaged zealots left. You'd love to finish off your opponett
for good, but reinforcements haven't arrived yet. You know that they're
building more units...
Remember that even a few injured zealots low
on psp can still inflict some damage on your enemy. Take out some buildings,
wait to kill new units, kill more peon units. Zealots- no matter what condition
they're in, are very difficult to kill.
Some dirty tactics =) :
Stasised Arbiters:
This may very well be the nastiest tactic
in the game. Believe it or not, arbiers still project their cloaking field
when in a stasis field. When attacking with arbiters cloaking your forces,
the arbier it surely your opponett's first target. Don't let him attack
it! Nothing, and I mean nothing (even nukes) will
hurt something in stasis. Have everything cloaked stand ground and watch
as your opponett can do nothing to stop you.
So... bring more than one arbiter along, and
stasis one of them (be careful not to stasis other units). Incredibly deadly.
Nasty FFA tricks:
Want to confusre an ffa opponett? Hallucinate
a power units of one enemy, and send them along on your nexy attack on
another foe. He'll either think you're ganging up on him and go defense-crazy,
attack you and you'll know about it ahead of time, or attack the player
who's units you hallucinated. You gain a big advantage either way.
Create a diversion:
Draw defenses away. With real units... attack
a huge group up units with a few zealots- giving your main force time to
run into their peon units. It's even easier with hallucinations.
Many times, a player will send all
of their units to eliminate even the smallest (or not even real) threat-
allowing you to bring in you actual army on another flank.
Almost unstoppable in team
games... :
Work with you allies. As protoss, don't expect
the biggest kill total or the glory. Use your power to benefit your team!
Use your "superman" zealots to attack enemy troops while an ally
either walks right by or take a different route to a different target (mineral
line). Your units may very well die, but hey, that player's been taken
out of the game. This is VERY hard to stop. It just takes coordination...
"Inner Recall":
In a big fight, your opponett will often miss
an arbiter sneaking behind his front line. Use recall to bring a group
of units (a dozen zealots, some scouts, a few reavers) inside his town
to do some extra damage.
"Plop!":
Shuttle-dropping anything. Protoss shuttles
are quick, cheap (200 minerals only) and reliable. They're great to drop
a shuttle of zealots (4 per shuttle) behind enemy lines or, better
yet, reavers (2 per shuttle). The reaver drop is a favorite strategy of
many a protoss player, because even 4 reavers can completely destroy an
enemy army and wreck their town. Surrender is often a victim's only course
of action.
Recall the unreal:
This rather strange tactic is often effective
on more experienced players who have seen arbiters recall units into their
town. Recall hallucinations. They'll send their troops to counter this
worse threat, giving your actual troops a big advantange.
The "Mage Bomb":
Psi storm. Deadly. Able of taking out more
than a dozen units per casting. Use it on the run! Run in with a templar,
cast, run. If you can't get away, cast again (or perhaps a 3rd time if
you can). Take out as much as you can. You're 50 mineral 150 gas templar
will have done more than it's money's worth of damge. To make him more
mobile, you can send templar around on shuttles if you'd like (templars
are rather slow). I once had a templar with 88 (!) kills by using this
tactic.
Origionally, this term was used in Warcraft
2. A player would build a mage for the sole purpose of running a suicide
mission on his opponett. Upon being attack, the mage would cast blizzard
on himself or enemy units, in an attempt to kills as much as possible before
dying himself. It was very effective then, and it still is now. Templars
are the only spell caster with a similar enough spell do to the same.
Back