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