![]() Particularly effective if you can funnel the zerglings through a chokepoint, or place your cannons in a place that is difficult to reach yet covers the main or natural mineral lines.Ĭommon Mid Game Corsair Harass Reaver drop Dark Templar drop +1 Zealot Attack It requires multiple cannons catching the zerg player off guard, where 2 cannons can take out a zergling in one shot and overcome 8 or more zerglings. It takes four zerglings to destroy a cannon, so the protoss player has a 50 mineral disadvantage in this regard. Seen almost exclusively in low level play, even rare in trick play, because caught early enough it is very tricky to deal with. Both teams require heavy micromanagement to ensure that neither gets an upper hand in a fast air rush.Įither pylon in opponent's base and forge there followed by cannons or pylon->forge in your base and pylon->cannons in your opponent's base. This requires heavy micromanagement, and should be reserved until later in the game, when the protoss economy can afford spending a great deal in a harassing strategy.Ī pair of scourges can take out a corsair with minimal minerals, and less cost in gas (75 gas for 2 scourges, vs 100 for a corsair). With enough corsairs (6+), they can easily take out any advancing scourges, which leave the zerg no choice but to use hydralisks to defend their overlords. Corsairs, available the moment the stargate is finished, are used to destroy scouting overlords, and prevents a zerg mutalisk rush. This is often the build espoused by most Protoss vs Zerg matches where the Zerg has managed (as is common) to contain the protoss. Otherwise a quick 5-pool or 9-pool and 6 zerglings can easily get into your base and wreak havoc before you get a single cannon in. It's imperative that you build defense before your nexus, because Protoss will have a time disadvantage. Then build a 14-nexus followed by gateway.īecause it takes fewer minerals for zerglings to destroy photon cannons than the cannons themselves cost, this is dangerous, and should only be used on maps that enable you to defend your natural and ramp with the cannons. Build an 8-pylon->forge->2 cannons to hold your natural and your ramp. Build another two gateways at 12/18, followed by mass production of zealots for a rush. The mid-game is expedited by protoss teching, and the protoss focus on containment rather than expansion means the late-game may happen before all minerals are mined.Ġ2 August 2010 Common Early Game 2-Gate Zealot Rush Ĭonstruct a pylon and two gateways at 9/10. These factors mean PvZ matches tend to be shorter. The protoss army is too slow to defend distant expansions against zerglings and mutalisks. Like in matches against terrans, the protoss do not rely heavily on expansion. If the zerg can be prevented from holding three or more geysers, the protoss may be able to achieve victory through containment and attrition. The zerg require large amounts of vespene gas, making it more effective to strike expansions rather than the main base. Once the zerg contain is broken, the focus shifts to attacking zerg expansions and their economy. ![]() A challenge is to choose a strategy that is robust against the zerg build the protoss may not have time to switch strategy and tech. Protoss must rely on higher tech to effectively attack - templar, corsairs, archons, reavers, or dark templar photon cannons and zealots are used in the interim. Zerg are more mobile, and may counter early protoss units at even cost with just zerglings. Protoss players frequently play defensively against zerg. ![]() 2.2 Natural Forge/cannon to early expand.
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