PROTOSS STRATEGIES
This is the protoss strategy section, it contains the strategies i've picked up on Bnet and in the single player missions. I have played as the protoss more than any other race so I think this will help most new players. Here are the strategies i've picked up:

The protoss are the most advanced and powerful race in starcraft when used right. They are also the most expensive. If you screw up bad, like if you mass produce one kind of unit and then have them trashed by that units counter-unit then you're probably in the whole to much to recover. The protoss should be played causiously because alot of things have to be right in order for you to have a good base.
Pylon layout is key to the protoss, if you place the pylons wrong you'll have under-powered facilities and possibly a clutered base. When starting a game always scout your perimeter and find all the entrances. Now it depends on your attack strategy from here on out, if you plan to use all air then you'll need to protect your ground. Build clusters of cannons in your entrances to stop any ground attacks from spilling over into your base were real damage can occur. Then you'll need to start harvesting gas early because all air units require gas. Now if you think you can go air and block all your entrances but still use ground, well then your not going to be any good on the ground because unless you wanna wait an eternity to transport 2 dragoons at a time across you're border then you're crazy, it isnt gonna happen. Now if you're going on ground you still need to put cannons at your entrances except dont block them up. If you use air you have no need for your ground entrances because they don't block your movement but since your going with ground your gonna have to leave your base on land. Then you can always use both air and ground to assault your opponents but its gonna cost considerable reasources so unless your playing a map with lots of reasources I wouldn't suggest it. Ok, once you've got your strategy youve got to find the key element in it. Some players on Bnet choose to mass one kind of unit and just all out demolish their opponents, which, most of the time works but in some cases it probably wouldn't. If you mass zealots in the late game and attack youll most likely get harrased by pesky air units. One good unit to mass produce is the dragoon, it can attack both air and ground units and is pretty good at it. 50 dragoons waltzing into your base is something that will certainly crash your game so most players often do it. You wanna know a way to beat the crap out of somebody but lose minimal amounts of units (No its not a hack)??? Use ARBITERS!!!!!!!!!!! Arbiters cloak all your units in there area, there great for defense and offense. On defense you can put 20 dragoons in front of your base with an arbiter behind them and you most likely won't get touched, unless they build detectors. The computer usually wont use detectors on the front lines but if your playing a human and he or she has half a brain there gonna use detectors in there attack squad. Carriers are the best unit for utter destruction the protoss have but they cost a pretty penny and there really not worth it until you upgrade there fighter capacity. But always remember you have to be good to use the protoss right so don't start out with them. Its better to use the terrans first, thats why they set the missions up like they did.
Below are some tips for using the protoss, ive also listed tips to use against the other races in the game:

GENERAL TIPS:


-Protoss probes are the best builders in the game. They can set up a fully                functional base in minutes while the rest of your probes are mining mineral and       harvesting gas.

-The protoss rely on gas the most out of all the races in the game, therefore you      should definetly start harvesting early. All the protoss middle and advanced units     rely on it greatly.

-Your photon cannons should be placed so that they protect each other, if you        have them to spaced out there are gonna get smashed quickly.

-Have an arbiter follow your units so they can perform so cloaked carnage.

-Load up a couple of high templars into a shuttle and set them behind your             opponents reasource area and have the use psionic storm on their workers and       
BOOM! No more reasources.

-Use observers to scout everywhere. Put them in front of suspected attack paths     your enemies might use to warn you of incoming attackers.

-Get an arbiter behind enemy lines and use its recall ability to call in some archons   and watch the light show!!!


TIPS AGAINST THE TERRANS:


-Large groups of carriers are powerful against the terrans but keep observers with    them to catch cloaked wraiths.

-If you get rushed by firebats be sure to have dragoons and zealots to backup your  cannons because they alone are insufficient.

-Against goliaths zealots are very good, you need to have there speed upgrade first  though to be able to catch them.

-Science vessels can be an anoyance to the protoss, their emp attack can suck         away your units shields until they regenerate and that could be the difference          between victory and defeat.

-Against battlecruisers you'll need a combination of scouts, and carriers. You          should also try to outnumber them too.

-Keep observers patrolling your outer perimeter to uncover cloaked ghosts trying to call in nuclear strikes.


TIPS AGAINST THE ZERG:


-Dont let overlords hang over your bases. Cannons are sometimes insufficient for    destroying them so keep dragoons handy.

-Zerglings destroy lone cannons easily so you need to back them up with more        cannons and other units.

-Mutalisk can be a real threat to protoss so you need to keep scouts and dragoons   to ward them off or you may end up losing your units or the game.

-Reavers are great attackers against the zerg, since the zerg are organic and since     they build small efficient bases, reavers can reak major havoc.

-If the enemy uses lots of zerglings to attack counter them with zealots, they can     demolish zerglings quickly.

-Scourge make carriers a bad investment. As little as 5 to 6 scourge can take out a   carrier. A hard swap to swallow.
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