Toss vs. Toss

Personally, my favorite game to play is Toss vs Toss. There are a few ways you can go, but i usually recommend all-out zealots, with the citadul of adun leg enhancement upgrade.  Zealots are awesome litte ground units (if you can call 14 feet tall "little"). With the speed upgrade, they can tear most comparable units apart.  They are also the weapon of choice to take on tanks, reavers, ultralisks, or any other "big boy" ground unit.

I recommend goin all out zealots when all players (enemies that is) are also toss for a number of reasons. The first and perhaps most obvious being that it takes toss a fairly long trip up the tech tree to get air units. Because you dont hafta worry about a wraith or mutalisk rush, you can concentrate on ground (zealots) in "all toss" games. The key here is to get the upgrade speed, which means you WILL need to mine gas even if your only makin zealots.  The advantage to mining gas, is that, you can also make dragoons if your enemy(s) did NOT go 'lots, and instead made a shitload of cannons. 

This leads to the 2nd reason to go all-out lots. If your enemies go all out lots and double team you, your screwed up the wazoo if you went goons, cause you will have spent $ on tech, and they spent all theirs on zealots, thus outproducing and outnumbering you! In other words, game over! The appropriate build order is the same as the 'lot rush order that is posted in the build orders section of this page. I recommend you scout with the 9th probe (the one that makes the first gateway). This will tell you if your opponents are goin zealots, or if they have other plans, in which case, you can crush them once youve assembled a decent sized force (usually 6-24 zealots depending on how crappy your enemy is).

If for some reason you ignore what ive been screaming at you about zealots, here are some basic unit strategies or counters that tend to "pop up" in "all toss" games:

- vs. Carriers and Arbiters...

If you play BGH and let the other guy go capital ships (meaning carriers) make a lot of scouts and maybe some carriers of your own.  Group the scouts together and focus their attack on ONE carrier at a time, and it will die fairly easy.  Conversely, if YOU made the carriers and are facing scouts, run the carriers toward cannons or just "away" and catch the scouts with PSI storm from some templars (an invaluable toss unit IMHO). You know about the arbiters spells from either experience or my unit link, so i wont bore you with that stuff, but make sure you dont stasis the ENTIRE fleet....only stasis half, use your force to kill the unstasis'd ships, then assemble more ships, and wait for the remainder of his fleet to unstasis, and then kill THEM as well. =)

- vs mass dragoons...

Against mass goons, you can easily defeat them with many zealots, in the early game. That is why you scouted with your 9th probe to see what he was up to right? If you failed to scout, and couldnt kill him fast, then you will hafta do some work to win vs mass goons.  Put up some cannons at the entrance, but dont block it off. Make lots of zealots, and have them protect the cannons. Dragoons have an awful cooldown rate, not to mention a "stupid and clumsy" method of moving around. This gives zealots a BIG advantage in combat. As long as you keep making zealots, you should come out on top. Another option involves teching to reavers, which are good vs masses of anything! Dont forget our friend the templar either!

Once again though, i emphasize that all zealots works and works good. I have beaten down 2 players with "good" records all by myself by just goin zealots. It was a dirty trick too, it was them vs me and i asked them to ally when they killed me, and they agreed. But i proceded to make 4000 zealots, and ran over them both with NO problem, it was awesome! And, no, i did NOT ally with them....that was only if i lost! =)
Happy hunting!