IMPORTANT:READ BEFORE READING MY POST
http://www.gosugamers.net/starcraft/thread/174619
http://www.gosugamers.net/starcraft/thread/121250
http://www.gosugamers.net/starcraft/thread/101698
Hehe, here it is, my miniguide to protoss :)
Okay, so let me introduce you to these few things:the more probes you have the faster your economy will grow and the stronger you will have your macro.
So build constantly your probes at the beggining to approximate amount of 50-70 and if it's done harass to you replace them and so on.
GENERALLY, you should add amount of 2-4gates to every exp you've done so when you have 3 mining exps you can keep pumping from approximately 6-12 gates. Simple, easy. clear.
UPGRADE A LOT. In PvP and PvT one forge should be okay. But in PvZ it's important to upgrade from two forges. In all MUs you'll probably add(if you won't forget ;p) to the amount of 3 and upgrade in them.
Everyone reccomends watching pros reps, but you must get WHY they are doing things as they are doing, WHY they go to take expo here and not there, WHY he can't attack you right now etc etc...Reps are good for getting the BOs right, the timing right though.
PvP
Strategical aspects of this MU:it's all about macro, economy and scouting and positioning your army(well placed groups of units can save you whole game even if you have lesser units than your foe). These are most important factors here.
Scouting:scout a lot and often. 3-5 obses to patrolling exps. 1 at your army and others to patrolling exps/see what is opponent doing. You should scout with your 1st probe when you've done 8pylon(if it's 4 or more players map)or after 10gate(if it's 4 or less players map)-this applies for other P MUs so I won't write it anymore. Then you should send 2nd probe. Just to see the amount of opponents army and maybe to see what he's up too.
Macro&economy:usually the one with better/stronger macro wins the game. PvP is art of defending, knowing when to exp and macroing. So harass, harass and again harass. Reavers > hts with storm in early/midgame and reavers < hts with storms lategame. Even first few harassing lots sended to base of your opponent can set him behind. EVERY killed probe means can put back enemy. If you are good and keep an eye to opponent's gates you should have approximately same amount as him.
Micro:there must be ofc need of micro but it often means goon dancing, some lot micro if both are doing 2gate or lot micro at opponent base(to kill most of probes and to hold that zlot alive for the longest time you can). Micro can mean dodging to enemy storms(useless in bigger battles). Focus fire with your goons if both have about same amount of goons BUT these goons must be in amount of a ~12-10 or less.
As for annoying scouting probe at your base, just wait for goon and kill it or try to kill it with your own probe and hope the enemy will forget about his probe at your main.
Structure of your army:few lots supprted with heavy goon force+few hts(not much)+obs(es)
PS:arbiter(s) may be helpful in lategame cause he can freeze his army and/or recall your army to destroy his producing gates.
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PvT
Strategical aspects of this MU:it's much about being aggresive(just like in all MUs if you want to win)and about showing him he can't be very safe so he stays only at his natural if you are good. And about scouting and macro too. :)
Scouting:surprisly you'll scout with obses. I would recommend same or even less ammount of obses as in PvP. The reasons are same. Scout with probe to see his build. Like he's doing 2fact. This can mean gundam rush or can mean exp with only a few units to defend. Or he's doing 1fact. This can mean FE or can mean hidden proxy too. So be prepared for all options.
REMEMBER:Fastlots>tanks and goons>vultures so you should keep an eye to opponents army too and prepare rate of goons:lots.
Macro&economy:it's important to have 1 or more exp than T. You should keep more gateways than his facts too. Some storm and/or reaver harass will always do good/bad to you/your enemy. But keep your expos protected from vults(1-2 cannons should be enough). In most cases it'll helps to keep your probes alive.
Micro:FLANKING is most important thing here. Well positioned army and flanked opponent may result in the most of the cases to gg. Remember, 200limit terr>200limit toss so don't just passively wait for 200/200. Try to always attack and not to let your opponent doing any exp. As you feel you are going to attack(in most of the PvTs it's toss who usually attacks)send first few(4-6)lots with MOVE close to tanks so they:
a)clear the mine field
b)kill some tanks with either bringing these mines to tanks or just sending them close to tanks and they will automatically attack tanks.
d)tanks will attack these zlot bombs as they are called so rest of the army won't be so damaged so it may complete the job over terran. Good terran will always defend tanks so speedlots can't get close to tanks. If you'll remember these things, you'll win like 95% of the battles. So flank, attack correctly, be aggressive. That's all. And as for scouting SCV at your main, just wait to goon .;P
Structure of your army:Acording to formula fastlots>tanks and goons>vults you should get more goons/lots. But generally with the terran making tanks from 2 or 3facts your army should look like:few lots with heavy support of goons+very little amount of hts(good terran will snipe them with vults or vessels)+obs(es).
Do carieers only on a map what which has a lot of cliffs, obstacles, water etc. In other cases, do arbs.
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PvZ
Strategical aspects of this MU:it's very intense for scouting, macro and micro and right counters
Scouting:obses aren't important scouting units here. but CORSAIRS are. Definitely get them in every game. Most zergs are doing hydras/lurks nowadays but there can be rare cases of mutas so jsut to be sure. Then just prepare suitable counter. And sairs are good for harassing ovies too. Just fly over all map, get partial mapcontrol(guiding exps, watching enemy's army and main). Scout mainly with probe(s) at the beeggining. MAINLY if you are doing FE scout your enemy well because he can do massling and you will be probably catched.
Macro&economy:most of the "new" protoss players are going FE. It has its reasons. When done right, you have faster tech and bigger army in lesser time than you would do with standard nonFE builds. And it gives you one more gas. But there is always danger sneaking some lings and harassing your probes and whatever you have unprotected at your main. Remember, zerg will always try to have 1+ exp than you so try to exp even more than in PvT. If I said every killed probe at PvP can set behind, this applies ten time more to PvZ. For zerg losting a drone is CRUCIAL so EVERY harass is WORTHY here. (So harass, harass and again harass!)²
Micro:
Micro is really important vs Z. Dancing with goons(doing both FE and nonFE builds), flanking with speedlots after you've succesfully (non)FEd, storm placements, backing up damaged archons at lategame vs ultras. Flank, try to not be flanked(if you feel that you will probably get flanked either backup or "stretch" your army), position well your army.
Structure of your army:it is different game from game. I can't even say approximate ratio of particular units. You must get feel for it. But one thing is common. A lot of HTs to storm that bastard. Try to use combo DT+sair as much as you can expecially at the beggining. It' s very helpful to reducing enemy's resources he waste on new ones. Thus the zerg without no obs hasn't moveable detection so your dts can rape him.
That's all GL!!! ^_^
Btw, took me over 1,5 hour of my life, so I hope you appreciate this. ;P |
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