�Offensive
Strategies

�Reaver Drop
�Templar Drop
�Zealot/Dragoon
Rush

�Arbiter/Carrier
scouting

�Defensive
Strategies

�Templar/Cannon
Defense

�Reaver Defensive
�Stop that Tank!

Terran
Zerg

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Strategy for the Protoss.
Offensive Strategies:
Reaver Drop:
This tactic, although it seems simple, really takes a lot of work. If you want to reaver drop effectively, you must first "push" for reavers, and get a Robotics Facility as soon as possible. Build a shuttle, and a robotics support bay. Once the shuttle and the bay are done, get a reaver. Have it start building 5 scarabs(or fewer, if you want), because it builds on the shuttle. Get the shuttle in to the enemy base, around the peon line. If there are too many missile turrets, at the base perimiter or peon line, this will probably not work. Some people say to put the reaver behind the minerals, but if you do this, the scarabs usually cannot get to the peons. I like to drop the reaver in the midst of the moving peons. Let the reaver fire a scarab, and immediately load it into the shuttle again. Repeat. They will eventually bring in goliaths or something, so you will either flee with the reaver, or leave it there to wreak that extra little bit of havoc. If you're really lucky, they will have like 40 minerals and no peons, so they are pretty much dead.
Another tactic, one I like to use, is a modified "templar drop":
You can do this at any point in the game, but it is most effective if you catch the opponent before he expands. Drop 2 or so high templar on a high area where the other player can't see them. Bring 2 dark templar or zealots to drop in their base so they don't suspect any templars up on high ridges(like in the hunters, you can usually do this, especially in the bottom right corner, just keep trying different landing places). Now, with the high templar there, with psi storm..., you storm their peons. Get in 2 or 3, and watch them die. A good player will get a flyer to see up there, and use ground units to kill the templars. If your templars have enough energy, have one storm the flyer, and the other storm the ground units. Zealot/Dragoon rush:
It's quite simple: get 20 zealots, 20 dragoons, and rush the enemy. Works best against zerg, worst against protoss. To do this, I always have tons of peons getting resources, and 4 gateways. I like to get the attack upgrades in the forge, as well as zealot leg upgrades and dragoon range upgrade. Make sure to put the zealots in the front, dragoons in the back. The zealots basically absorb damage, while the dragoons kill everything. Although this is kind of stupid, I just hotkey 4 groups, and keep telling them to attack-move to the rear of the enemy base. I don't like to micromanage, so this works quite well. You might want to bring an observer to spot pesky dark templar, lurkers, and wraiths, though. And keep it away from things that can only attack air, because they will have nothing better to do than shoot down observers. Anyway, the dragoons will rock sunken colonies, and most zerg units. The dragoons are also VERY effective against large flyers like battlecruisers. You can actually crack the terran defense with bunkers and tanks, because the tanks hit the zealots (who take 50% damage), and the dragoons kill the bunkers, and the zealots eventually kill the tanks, although you get really high dragoon losses, because when the zealots are under the tanks' minimum range, they start killing dragoons. I would not use this on protoss, because whenever a horde of anything attacks ME (as protoss), I let it kill my cannons and psi-storm it to hell. This would, sadly, butcher your zealots and dragoons. Arbiter/Carrier scouting:
In the late game, when you can't see inside the enemy base (they have tons of spore colonies, or something), you put a carrier at one side of their base, an arbiter at the other. Make the carrier attack something, so the interceptors are out. The arbiter recalls it. The interceptors, still out, run across the enemy base at high speed, and you get a look inside. You can do this across the map, if you want. Another way, which takes longer but saves you 50 mana (magic points, whatever), is to freeze the interceptors (stasis field) on one side, have the carrier lumber over to the other side, and then when the interceptors unfreeze, they dash across. Might not work if it's too far for the carrier to run. Defensive Strategies: Templar/Cannon defense:
Although this requires that you pay attention to your base, it's effective. Build cannons all over the place, at the edges of your base. When the enemy moves in, let them kill the cannons. While they kill cannons, select 5 or so high templar, and psi storm. You will need 5 if you want to kill battlecruisers, but 2 will do for things like hydralisks or wraiths. If you want, use 3 high templar, and do 2 storms each to kill carriers and the like. Psi storm(9) outranges guardians(8), so you can use that. Plus, it is an area effect, so storm in front of the guardians for a total range of 10 or maybe 11. Also storm in front of moving units so you don't miss them entirely. I would not use this with defenses like a pile of zealots and shield batteries, because you will kill your zealots as well. Also, it is not great on offense, for the same reason. If you find that the enemy is trashing your base, you can still storm them, because they will sit still and pound on your stargates (which have 1200 hitpoints). Reaver defensive:
They do 100(or 125) NORMAL damage (no 50% on marines, or anything), and it splashes. I like to have a reaver beside cannons, with a shield battery for the reaver. Hydra rushes, which murder cannons, are impaled on the reaver, who kills an average of 4 at once, and has a shield battery to recharge on. If your opponent is an air-freak, this isn't so great, because all you have are 4 or 5 cannons for Surface To Air. If you have some high templar too, though, it makes a difference. Stop that tank!:
How on earth does a poor protoss player stop a siege tank, which has a range of 12??? Possibilities are:

  1. Use air units on them, like carriers
  2. Have an arbiter stasis field, so you can kill tanks seperately from the rest. This allows zealots to get under minimum range of tanks quickly, too
  3. Use disruption web, works same as stasis field, but if they move, be prepared to do it again
  4. Use maelstrom, same as stasis field, but you have to get the dark templar in there to do it. Maybe distract them with zealot fodder?
  5. Take a shuttle, drop a probe in their midst, the tanks kill each other. Repeat. (8 probes in shuttle)
  6. Drop a templar in their midst, and psi storm before he dies.
  7. Send some dark templar, if they don't comsat...
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