Protoss Vs. Zerg
The Story:
I wish Zerg players would advance past
rushing straight for Mutas... but, as long as they still do, they'll keep
losing to good zealot rushes. DasBooten has played dozens of games where
he finds a zerg player's town only to find them hurrying to build a spire.
In every case- they didn't stand a chance.
***On all land maps, in all cases, a Zerg player
going straight to mutas will lose to a protoss player- if they know how
to rush.
Three common ways to stop the
Zerg with Protoss:
RUSH!:
How:
Follow a good build order, find them, attack.
When to use:
Any land map!
How it works:
It's tough for Zerg to stop a good rush. If
they've gone all zerglings, you'll get tons of kills and still win. If
they've gone hydras, you'll be able to get to them in time before they
build too many (anyway, hydras only do half damage to zealots). And if
they're going for mutas, they don't have a chance. They might have a small
mix of zerglings and hydras, but not enough to stop you.
Problems with this strat:
You don't find them in time. Really only a
problem on 256x256 maps.
Heh, not much else. It works! Teach those
zerg a lesson!
Reavers:
How:
Go up the tech tree a bit and get a few of
'em. (Gateway -> Cybernetics Core -> Robotics bay -> Support
Bay). These guys do 100 damage per hit (with area of effect) and 125 with
upgrade! They'll take out over a dozen zerglings per hit and about half
as many hydras.
When to use:
Land- whenever they've stopped your
rush.
How it works:
Take out their swarms in a hurry! One
15 mineral scarab can kill many units. Very resource efficient. Good ground
defence that can hold your base even when you're army is away. Once you've
help them off, go on the offensive. Also very deadly when used correctly
with their shuttle transports- including drops to their drones.
Problems with this strat:
They've got tons of mutas. Check out the last
strat and find out how to stop them from getting them in the first place!
Psi Storm:
How:
Build high templar, research Psi Storm, use
it. It's the most deadly spell in the game.
When to use:
Whenever. Works very well most any
zerg unit!
How it works:
Psi Storm is incredibly powerful. It'll
kill anything with around 100hp without a problem- and mutas if they don't
move out of the way. Remember the templar energy upgrade- with it you can
get 3 psi storms out of each temple before they're out of energy.
Deadly against the guardians that are too
slow to move. Kills hydras by the bunch. Great for "mage-bombing" (from
War2), where you send templar on a suicide run to kill as many units as
possible. DasBooten's personal best is a templar with 88 kills!
Problems with this strat:
You might not get psi storm in time. Get it
as fast as you can- but don't sacrifice units or defenses for it.
It's hurting your own troops. Let the mutas
come and start attacking your buildings... and ZAP! (it doesn't hurt
buildings)
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