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TAKING ON THE TERRANS |
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The Terrans are most vulnerable to Protoss units during the early game. A rush is the best way to crush a Terran opponent. Rushing with Dark Templar is a quick end to the Terran, but only if he neglects investing in detection. The scouting Probe is crucial when deciding what to rush with. Zealots are your only option if detection is going up. They do especially well if they can attack before many Medics or Firebats have been produced. Regardless of your rushing unit, try to avoid defenders and hit the workers first. Even if you loose your initial assault team, their economy will be set back to the point where you can out-expand and out-tech them. If you succeed in ravaging their base and they lift their buildings off, that's ok. They've been crippled, and should be easy to clean off with Scouts or Dragoons. For details of executing an early rush with the Protoss, refer to the sections dealing with Dark Templar and Zealot rushes.Dealing with Terran Infantry |
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Expect trouble if a Terran opponent is producing a lot of infantry. StimPacked infantry are devastating against the Protoss, especially when Medics are around to heal them. Because Zealots are melee attackers, stimmed Marines can simply bolt away, turn, and resume firing. Firebats are Zealot's worst nightmare; they cause the same damage as a Zealot (16 HP of damage per blast), and can also damage multiple Zealots at a time. When stimmed, Firebats can clean off a pack of Zealots and bolt forward to take on more. Medics accompanying the infantry swarms can be a big problem, especially when they're healing Firebats. Reavers and Dark Templar are the best defense against a mass of stimmed Terran infantry. A couple of Reaver blasts can turn the tide of a potentially lethal attack; large numbers of infantry can be slaughtered with ease. Later on, Psionic Storm will solve your infantry problems |
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If you see that a Terran is neglecting air defense for masses of infantry, hit him with a Reaver Drop. Not only can you wipe out the SCV's, but the attacking force as well. Consult the page discussing Reaver drops for ways to effectively perform this maneuver.Dealing with Siege Tanks |
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Siege Tanks in Siege Mode are able to shell positions outside the range of defenders, and can be a real pain to a Protoss player. Be sure to have Observers scouting positions from which a Siege Tank assault can be launched. Putting Dark Templar on hold outside your defenses can be an excellent way to dispatch of Siege Tanks before they've even set up. Researching Zealot Leg Enhancements at the Citadel of Adun is important so that Zealots can rush out to take care of attacking Siege Tanks. Unfortunately, an intelligent Terran player will escort his tanks with infantry, limiting the use of Zealots. Perhaps the best way to take care of a Terran land force is with the High Templar's Psionic Storm. Positioning High Templar on ledges above a choke point gives them excellent range for such a counter-attack. Carriers also work well, as they have an increased range. |
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Arbiters can effectively extend the range of your defending units. Position an Arbiter just behind a line of defensive Photon Cannons. Reavers can now be put on hold outside the cannons and within range of enemy Siege Tanks. The Reavers cannot be targeted by the tanks unless a ComSat sweep is conducted. Note, however, that the Terran cannot see the Arbiter positioned behind the Photon Cannons; the only way the Terrans will know of the Reavers is after they've attacked, by which point the Terran forces should be destroyed. |
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As a cheaper and lower-tech way of getting rid of Siege Tanks, take advantage of their splash attacks. Load a Shuttle with a few Probes. When Siege Tanks attack, fly the Shuttle out and drop off a Probe next to a tank. The other tanks will attack the Probe, splashing damage onto each other. This tactic works extremely well, and costs only the price of the Probe. It can, however, be countered easily enough with a few infantry to intercept the Shuttle.Dealing with Wraiths |
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Cloaked Wraiths can be trouble for a Protoss player. It's important establish a perimeter of Photon Cannons to detect and attack cloaked Wraiths, especially around your worker line. Photon defenses can be rushed with enough Wraiths, though, so be sure to station a pair of Observers inside your base. A complete web of Observers over the map is also very important to counter Wraiths. It's difficult for a Terran player to effectively hunt out Observers, so your Scouts and Corsairs can rule the skies without fear of being ambushed by a pack of cloaked Wraiths. Dragoons are powerful against air units, but are only able to bring down Wraiths if the detection exists.Dealing with Battlecruisers |
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Battlecruisers be troublesome for a Protoss player, especially considering the fact that their Yamamoto Cannon can destroy a Photon Cannon in one shot. The best way to deal with these behemoths is to use the High Templar's Psionic Storm. Two or three Psionic Storm attacks will whittle away most of a BattleCruier's hit points, after which your Scouts and Dragoons can finish 'em off. Backing up your defenders with Shield Batteries will help prolong their lifespan against the slow-firing Battlecruisers. |
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Corsairs and Carriers are useless against Battlecruisers; they can't penetrate the Cruiser's +3 armor. Corsairs and the Carrier's Interceptors only case 5 HP of damage, so even slightly upgraded Battlecruiser armor will be impermeable to attack. Also, the Yamamoto Cannon makes quick work of a Carrier. The best way to prevent devastation from enemy Battlecruisers is early detection by Observers. This will allow you to organize a good anti-air defense to dispatch them.Dealing with Science Vessels |
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Perhaps the most devastating weapon the Terrans have against the Protoss is the Science Vessel's Electro-Magnetic Pulse shockwave. An EMP attack wipes out all shields of units and buildings caught within its blast-radius. Also, any special-ability units such as High Templar, Dark Archons and Corsairs will have their energy drop to zero. EMP is especially devastating to Archons, whose defenses are comprised of almost entirely shielding. Be sure to have Shield Batteries on hand whenever Science Vessels are near, and try to avoid bunching of units. |
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Science Vessels should be the highest-priority target for a Protoss player. Get rid of them immediately! Not only can they cast EMP and reveal your Observer's positions, but they can Defensive-Matrix friendly units and irradiate High/Dark Templar! The best way to take care of Science Vessels is with Scouts or Dragoons. Both have relatively high HP and no energy, so the effects of EMP will be minimal. Also, they are both impermeable to irradiate. Successfully Mind-Controlling a Science Vessel is a risky maneuver, but pulling it off yields high rewards. Also, Feedback is an excellent way to prevent a Science Vessel from using its abilities (and probably destroy it in the process).Dealing with Ghosts |
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The Ghost's Lockdown spells death for a Protoss air force. The best way to prevent high Carrier/Scout losses is to dispatch the Ghost before he can Lockdown your units. As always, a web of Observers is very important for cloaked detection. Using an Arbiter, casting Stasis over a locked-down unit will protect it until the Lockdown wears off. Protect Reavers from Lockdown with Archons, which are impermeable to its affects. Dark Templar placed on hold a short distance out from a base's perimeter will also kill Ghost's quickly. |
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