Subject: an addition
From: Eraslin
Date: Wed Jan 6 18:53:40
Good idea. Just thought I'd point out an obvious option in team
games. Have your terran partner build a dropship and fill it with as
many medics as he/she can afford to. Mind control the dropship, and
voila a very nice addition to that attack force of yours that doesn't
take up your partners supply (saving you some cash, if you don't need
many). Granted this puts your team mate out a little, but it's a team
game you're supposed to help each other out (just like building your
zerg partner a command center :).
Hmm... just got another thought, have your partners put any force
that they're going to be using to attack into dropships, for you to
take. This way, you can do the attack, and before the attack even
starts your partner can start filling all that supply that just got freed...
Eraslin
Subject:From:Host:Date: FOR PROTOSS PLAYERS: here is early base def.
Tanner Owen r68h86.res.gatech.eduWed Jan 6 08:46:12
Here is the build order I always use for protoss:
8th probe under production: pylon (note: for real fun, send the 8th
out to scout. Have it hotkeyed so you can act fast. When you find
your enemy, move just out of view, and I mean BARELY out of view, and
build a pylon. You will have cannon capability before he/she has
zealots or cannons usually if you find fast enough. Then, just build
cannons, another pylon, etc into their base. If they don't have
their build setup perfectly, they will usually just concede because
cannons in the base is not stoppable unless prepared VERY adequately)
Now back to the normal stuff:9th probe finished: forge10th probe: pylon
11th probe: cannon12th probe: cannon13th probe: cannon
14th probe: gateway (cannon also if you are doing well on resources)
15th probe: assimilator16th probe: gateway, cyb core
17th probe: go looking for expansion spot. don't build nexus just yet
get a couple zealots as soon as gateway 2 finishes.18th probe: citadel
20th probe: archives
Now, figure out where your nexus will fit with your 17th probe at the
expansion spot. Then, build a pylon near 1 corner of where nexus
will be. Then, start the nexus. Build 3 cannons blanketing your
nexus as soon as the pylon finishes, then build another pylon so that
cannons still operate of pylon gets killed.
I'll post and island build later that has been tested a few times on
Primeval Isles (that map is great; you must expand logically to survive).Tanner
aka: DisruptionWeb on BnetE-mail this [email protected]
and check out his post first: http://www.battle.net/forums/starcraft-strategy/posts/kn/142308.htm
I really don't know how possiblethis would be. I've never tried it.
I just though this up a while back. If you are playing against a
toss opponent that has a bunch of darchons, send in a darchon and MC
one of them. Use your newly aquired darchon to MC the next one and
so on. With any luck, you migh tbe able to get off with 3-4
darchons. If anyone has tried this, tell me if it works.Dek~Methix
On Wed Jan 6 13:17:11, Squigy wrote:> I had an idea last night.>
> If you have an arbiter and a few dark archons you might want to
> consider the following.> > Freeze a group of enemy units using stasis.
> Engage any enemy not frozen and destroy them.
> Select a dark archon. Position it beneath the arbiter's cloak.
> Wait for stasis to run off.
> The instant it wears off, use psychic shock to stun the enemy units
> for some time.
> Take control of the enemy units using mind control, whilst they are
> stunned, using your other dark archons. Kill any which you do not
> have enough energy to control.>
> This would be superb against a zerg player, especialy one with
> guardians, queens, ultralisks, defilers and the like, which are more
> than worthwhile controling. It is also worth consideration against a
> protoss player with templars/zealots, which can also be stunned and
> then controlled.>
> I can see nothing wrong with this idea. Your views would be
> appreciated. Saying it requires too much effort controling your units
> is *not* a valid comment, btw.
Subject:From:Host:Date: Slave Women a.k.a. The"Hospital Strat"MyndPhux
nts108.dialup.hawaii.eduWed Jan 6 15:56:52
This post discusses what I'm calling the Hospital Strat.
Regarding Mind Control, is the following proposal a viable strategy?
I know there has been substantial debate about MC'ing a worker from
another race and starting a new town with it. I tend to fall into
the camp that says 'better spend that money on warriors, not
structs'. I think if you crunch the numbers, every logical mind
would also come to this conclusion no matter which race you choose to
enslave for their toys.
However, I have a sub-strat (not a full blown 'victory-strat') I
would like to table for discussion. The terran medic, besides her
decorative appeal to you army ;^) has the default healing power. She
would have a nice ass...er....BE a nice ASSET...to zealot hordes and
especially templar terrorists. Also, her ability to restore from
lock-down makes her an even more delectable morsel. Humor me for a
moment...all I need for these very useful units is:
1) MC an SCV - no cost (you should have at least one DA/MC around anyway
2) Build a ComCtr as/near an expansion - 400m3) Build Brax - 150m
4) Build Academy - 200m
Now we have a hospital with it's own security staff (marines) and
funding (harvesting SCV); I would not spend on any more upgrades or
structs. Ramp-up cost = 750 minerals, which is 7.5 zealots or 6 goons (n/i gas).
BUT further consider also (5) Research Restoration - ONLY 100m/100g!!!
This is SO VERY BENEFICIAL against the terran you just recruited from!
Even if she can't "heal air", how many times do you cry for
your locked down scouts or carriers? And more terrifying: a shuttle
full of precious cargo like reavers or magic users? Wit da
kine...shoots, mahalo and no worries! That's Hawai`ian pidgin for
"With this unit...gee, thanks for life saver!"
Now, if gas is tight, this could extend the life of templars who we
all know to be painfully slow and even more delicately vulnerable. So
medics can buy enough time for dust-off by shuttle or arriving relief fighters.
It would also extend the life of on-the-road zealots (instead of
having to build and cross-country jog replacements units from main or
an expans). This kind of time-saving could be critical to have a
force closer to the action faster to reengage than to wait for
re-warping and re-dployment of replacements.
The caveat is her cost. Considering it costs more to even make the
units....is this a viable strat? I think even if it seems cost
prohibitive. The investment for being able to keep the temps and
zealots on the field, and saving air (especially the shuttles with
cargo), could be worth the cost of an expansion?
Feedback is welcome (of the posting kind, not the Dark Archon kind -
I'm magical).Dixi. -MyndPhux
> 3. Zergling rush as Protoss on small maps>
> I now find myself falling to the Zergling rush on small maps very
> easily as Protoss. Sure, I can go for Zealots ASAP, but the first
> Zergling mass often arrives when I have only one or two zealots,
> which prove insufficient. I can try going for photons before
> zealots, but that proves even worse as 1 photon dies pretty easily to
> 6 zerglings.> use probes.try my BO8th pylon9th gate11th forgemake z1, p12, z2
13th gatemake zealots and 2-3 cannonswall in tight so as not to die easily
and always use ur probesearly cannons will take care of follow up attacks
> 5. Protoss on island maps>
> Protoss air is very expensive and difficult to get as early as terran
> or zerg can. As Protoss I often find myself confronted by large
> enemy aerial strike forces by the time I take to the skies and thus
> have great difficulty expanding. Any ideas?>
try goin for drops to slow down his resources so as not to lose air wars
how bout batteries and cannons at strategic places so u can run ur
scouts there for some R&R in between battles, i usually use scouts to
bait scourges to cannons
Subject:
From:
Host:
Date: Re: I NEED A ZEALOT RUSH BUILDING ORDER
Defko
mor2-106.telmex.net.mx
Wed Jan 6 18:28:30
On Wed Jan 6 15:44:14, XTIRMATOR wrote:
> I NEED A BUILD ORDER TO RUSH WITH ZEALOTS! PLEASE HELP ME WITH
> DETAILED INSTRUCTIONS!!
>
> THANKS
This is what i use take it or leave it:
1.- First 4 probe on mierals (the ones that you get at the beginnning)
2.- build 2 probes
3.- build the 3rd probe - build pylon
4.- 4th probe builds Gateway
5.- 5th probe builds 2nd Gateway
6.- Build a zealot when 1st Gateway is finished
7.- it is supossed that PSY is now 13/13 (i think, if not, build
another probe) so build PYLON
8.- When pylon is done build a zealot
From here, build like this:
-> 2 zealots (in each Gateway)
-> Probe
-> Pylon
You can attack with the first 5 or 6 zealots this is an early rush
only if you know yer enemy possition if not, do this...
Then when you get 100 minerals with no destiny build assimilator,
when done send 3 or 4 probes (dependes which map yer playing) then
build FORGE (when done make weapon upgrade), CY-CORE, CITADEL OF ADUN
(when done make LEGS ENHACeMENT UPGRADE,) (you can build 3rd Gateway
i don'0t find it useful but if you want to, do that) Weapons and legs
upgrade should finish at the same time and because you continued
pumping zealotsand probes you should now command a team or so,
You can attack here, but a complete Terran Defence could be ready and
finish yer zealots quick, if you wish to terminate yer oponent, build
2 teams of zealots (or more) FAST, with 1 of weapons and 1 of shield
(not the plasma one), build some cannons if you wanna prevent a muta
rush or some wraiths screwing with yer PROBES, zealots are very
powerfull, attack and they will finish it all even if they have
already air units command yor units to attack other things and the
air untis would be just FLYS dancin around... you can add some
TEMPLAR STORMS or some reavers this would be lethal, always carry an
OBSERVER so ghost won't be bothering yer ass.
i hope you find this useful
sorry about my english (i am mexican)
reply if you want
Subject:From:Host:Date: DAILY STRAT: Spell queueing SHOCKWAVE
BOSS-302.sensable.comThu Jan 7 11:06:20 Hey guys,
I actually posted this strat a couple of months ago, but I
think it's pretty interesting now that there are some newapplications in BW.
I call it "Spell Queueing". It works by telling a land
spellcaster to target a unit that it cannot currently reach
(e.g. if you're on an island and tell a templar to psi a
battlecruiser that's out of range). The unit won'be able to
cast the spell, but it will "keep trying", keep moving to
minimize the distance between itself and the target and cast
the spell as soon as the unit's in range.
So e.g. in the case of the battlecruiser, the templar will
stay at the edge of the island, follow the BC around (even
if it can't see the BC; someone noted that once you target a
unit, your unit will always know where the other is even if
it goes back into fog of war), and psi if the BC ever gets
into range, even if it's YEARS later, until you override the
command with something else.
This can dramatically reduce the micromanagement required
for your spellcasters. I'll share some battle reports where
this has been successful:
1) Island attack by Terran with wraiths, he was amassing
outside my island. I spotted the wraiths with an observor,
got a couple of my templars to spell-queue them, then baited
them with a scout and ran back toward my island. The
templars immediately psi'd once the wraiths followed, meanwhile
I was able to micromanaging my scouts during the attack.
Needless to say, all the wraiths died :-).
2) Hit-and-runs by mutas. An opponent was doing some
micromanage tactics where he'd bring in mutas to an expansion
that didn't have photons yet, hit some peons, then run away
very very quickly. I had a templar but wasn't quick enough
with my templar to get a good psi, so I just spell-queued it
to target one of the mutas. The next time the mutas came
back, the templar got his psi off (not an ideal psi, but
at least it got one off :-b ).
3) Mass BC attack, I saw via comsat that he had a ton of
BC's outside my base. I used cloning to target them with
lockdown, but the BCs were slightly out of range. The
ghosts just waited until the BCs moved forward and all
simultaneously locked them down. How's THAT for a surprise
for your opponent: He moves 12 BC's forward an inch and they
all get locked down AT ONCE. I'd swear someone was cheating
if that happened against me :-).
4) Plague. I use this the same way as with psi storm.
Spell-queue approaching air units. This worked pretty well
against a Terran on an island map because he kept attacking
with BCs then withdrawing them to repair after they were
damaged. I'd just spell-queue them as they were retreating
so that they'd get hit with plague again the next time theygot near my island.
5) Using dark archons. How about when you spot a shuttle at
your opponent's base (e.g. via comsat from a partner, or an
observor) and suspect it's gonna land at your base sometime?
Get a DA to spell-queue mind control, and you'll get the
shuttle guaranteed whenever it decides to get near your
base. You can of course do this with feedback: just spell
queue all sci vessels you see. The main balancing issue
with MC-ing shuttles is that you have to be "quick" enough
to grab the shuttle before it unloads, says Blizzard :-).
But this totally bypasses that.
6) Note that you can also do this with normal attack ground
units, and they'll behave the same way. Attack-queue a
bunch of dragoons at a BC that's out of range, and they'll
always try to minimize the distance between them and the BC
and thus will attack it as soon as they are possibly able
to. This has very very limited usefulness since the direct
drawback is that they won't attack anything ELSE that comes
into their range since you told them to all target the BC.
I can't think of any great situations where I'd need to usethis?
Here are some limitations/drawbacks:
1) Be careful when using this with indisriminant area-effect
spells (i.e. psi & plague). You can get into nasty
situations where you accidentily hit your own units, b/c
you're NOT micromanaging your spell. In fact, you'll have
to choose when this is a better method than targetting the
spell manually. I only use spell queueing in situations
where I know the spell will be cast soon (i.e. when I spell
queue, then immediately bait); but otherwise I count on my
own micromanagement to get off a better spell since usually
things like psi and plague work better if you attack ground
instead of attack unit.2) This may expose your spellcasters. Your spellcasters
will keep hovering near the edge of the island to try to
cast the spell, and this leaves them exposed to spells like
EMP, yamato, etc. I generally like to keep my spellcasters
in the middle of my island to protect them, then bring them
toward the edge to cast spells once the attacking units have
engaged. On offense, I'll always try to get rid of
spellcasters first...there's no way I'll attack an island
when I see a dark archon on the perimeter. Of course, a way
to get by this is to spell-queue the unit you think will try
to counter/ kill your spellcaster. E.G. if I spell-queue MC
or feedback on a sci vessel, then I'll get the sci vessel once it
comes it to EMP my dark archon, as long as my spell range islonger than his.
3) This also can cluster your units. In the cast of 12
ghosts locking down the BC's, the ghosts all clump up and
get extremely susceptable to area effect spells such as EMP.Subject:From:Host:
Date: Mine are.....Dark--Templar hil-qbu-ppi-vty38.as.wcom.net
Thu Jan 7 10:01:14 Hi,well here goes by the way feel free to use them
#1. Early Dark Templar attack works best against terrans or protoss
because of zerg overlords, but if you are going for zerg go straight
for hive,hatchery or lair and after a few attacks even you loose the
dark templars for a while that player will loose his ability to produce unts.
#2. Choke defence with protoss put Dark Templars on the ramp and tell
them to hold position and put cannons above them and scouts in the
back ready to come in and help are good too.
#3 If you have allies and you are protoss after you establish your
race go and mind control their drone or scv and start another race
you can get up to 600 unit cintrol this way
#4 Reaver or siege tank(in siege mode) recall is very deadly use
rever if you don't have allies but if you have a terran allie get him
to siege his tanks in a small spot and recall them into opponents base
There are plenty more, but I am tired of typing