Lost Temple:
Protoss vs Zerg strategy guide by (orky)Priest
Corsair + Dark
Templar Strategy
This strategy is often used in the Protoss vs Zerg matchup
although its effectiveness is almost always reduced by bad
micro.
Advantages:
- allows to quickly expand and hold it easily
- provides fast scouting of both Zerg bases
- provides good defense if the Zerg goes air
- provides complete map scouting with corsairs on patrol
- allows to quickly reach +2 attack upgrade
Disadvantages:
- vulnerable to an offensive hatchery
- vulnerable to lurker drops and lurker containment
Build order:
8 Psi |
Pylon |
150 minerals |
Gateway, scout with this probe |
100 minerals |
Pylon |
Gateway complete |
Zealot |
100 minerals |
Gas |
Zealot complete |
Zealot |
Gas complete |
3 probes on gas, Cybernetics core |
100 minerals |
Pylon on ramp |
Core complete |
Starport |
3rd pylon complete |
Zealot |
150 minerals |
Forge |
Forge complete |
Cannon on ramp |
Starport complete |
1 or 2 corsair |
Building 1 or 2 Corsairs is your choice. If your unit control is
good, you can kill numerous Overlords using 2 Corsairs. Send your
first Corsair to the Zerg natural without killing Overlords near
your base (this is what you build 2nd Corsair for). If the Zerg is
building a Spire, continue producing Corsairs and upgrade to +1 air
attack, but most good Zerg players will go Hydralisks. After your
Corsairs become useless, send them patrolling expansions that Zerg
will most likely take. Send the less damaged Corsair to patrol
expansions that Zerg is going to take later in the game. Usually,
patrolling Corsairs manage to kill another 1-2 Overlords that the
Zerg sent to scout at the beginning of the game. Meanwhile open a
psionic rift from the planet Aiur (actually Lost Temple is situated
exactly on Aiur but who cares?! :P) and warp in a Citadel of Adun.
After it is finished, build a Templar Archives and a second Gateway.
As soon as the Templar Archives is built, build 2 Dark Templars and
second Nexus at your natural. When 2 Dark Templars are produced,
build 2 high Templars and research psi Storm soon after. Increase
your Gateway amount to 6. Research +1 attack upgrade from your
Forge. Continue producing Zealots and Templars non-stop, meanwhile
researching Zealot leg enhancement, +50 Templar energy, and finally
Dragoon range upgrade. Most likely the Zerg will be dropping Lurkers
on your ledge, so you need to build a Robotics Facility and
Observatory in time (advice: don’t storm lurkers on your ledge, it
is better to drop a Dragoon and 2 Zealots there to prevent further
threat of losing probes). Before your Robotics Facility is done, you
can fend off Lurkers on your ledge with Cannons and a Corsair as a
revealer. This works everywhere except 3 o’clock. Warp 3rd Nexus as
soon as you amass enough Zealots and High Templars to push a bit
forward (you will have +1 attack now and zealots will easily kill
Zerglings). This is the time when u should put all rally points from
your gateways to the same point near your 3rd base. After you have
taken the expansion, warp another two Gateways at the expansion.
After this, start producing dragoons, and if possible include an
arbiter in your force. As soon as possible try to take a 4th
expansion – make 5-6 cannons on the ramp, distance between cannons
and rampant should be equal to Hydralisk range. Also, warp a Gateway
there and make a High Templar and 2 Dark Templars. Put the latter on
hold at your rampant. If you decided to tech to Arbiters, put a
second Arbiter there.
If you have survived this long and have successfully fended off
all of the Zerg attacks, you will have a perfect position to attack
at almost 200 supply. Build about 4 more Gateways at your 3rd
expansion, and attack. Most likely after you move your force to the
center of the map, it will be utterly destroyed :) Even if you
manage to storm all his units and not to lose all of yours, it’s not
the time to say ‘gg’. To ensure the win, you have to constantly send
all your new units to join the initial force.
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Reaver/Ledge
Cannoning Strategy
This strategy is used less often than the Corsair + Dark Templar
strategy, but don’t underestimate it. This strategy gives a big
chance of quick winning, although if you fail it will be very hard
for you to win.
Advantages:
- there is a big chance of Zerg saying ‘gg’ soon after the
strategy is done
- allows to quickly get Observers
- allows you to trouble Zerg with further Reaver drops
- Allows to easily fend off Lurkers on your ledge
- makes offensive Hatchery ineffective
Disadvantages:
- Reavers are unpredictable and saying ‘my Reavers were dumb
this game’ is not an excuse -_-
- this strategy requires great unit control mid-game and if Zerg
fends off your ledge Cannoning and Reaver drop you will most
likely lose
The initial build order is identical to that of the Corsair +
Dark Templar strategy, except you have to build a Robotics Facility
instead of Citadel of Adun, a Dragoon instead of a 3rd Zealot, and
only 1 Corsair.
Build order:
Robotics facility complete |
Shuttle |
Shuttle ~30% done |
Dragoon range upgrade |
Shuttle ~50% done |
Robotics support bay |
Shuttle ready |
2 Reavers, then Dragoon as soon as
possible |
Kill all the Overlords near his ledge with your Corsair, then
transport a Dragoon and a probe. Build a pylon, and then cannon
there. Don’t reveal your Dragoon until the Cannon is done. Why not
transport 2 Dragoons or not build 2 Cannons? Because you will need a
Cannon’s range and Dragoon’s mobility if Zerg finds out what is
happening on his ledge (try preventing it with the corsair). After
the Shuttle transports a Dragoon and a Probe, it must immediately
return to the base for another Dragoon and Reaver. You will need
your next Reaver to guard your ramp. As soon as the Cannon on Zerg’s
ledge is complete, use your Dragoon along with the Cannon to kill
Drones (you won’t need a dragoon if the Zerg is at 12). Now when
your opponent’s attention is drawn to his natural expansion, drop a
Reaver and a Dragoon at his main base. If there are no Sunkens at
his main, this should end the game. Meanwhile, you can easily take
your 2nd base and tech to Templars or produce additional
Reavers.
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Zealot + Probe
Rush/Combined Strats
There are situations when using only one of the strategies listed
above is not a good idea.
Protoss 12, Zerg 3:
12 is undoubtedly the best starting
location for Protoss if Zerg is not at 3. In this situation it is
better to use a simple Zealot + Probe rush. If you don’t trouble
Zerg in the beginning, he will easily kill you mid-game with
Hydralisks and Overlords without speed upgrade.
Protoss 3, Zerg 12:
This position is better for Protoss than
the previous position. It also allows you to trouble Zerg with
Zealots and Probes in the beginning, but it’s far more suited for
teching. You may use combined strategies – early Corsair, then ledge
cannoning and storm, although in my opinion starting locations at 12
and 3 make it impossible for Protoss to win anyway.
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Tricks
It is not sufficient to use only one of the strategies listed
above. Here are some tricks you may use during the game in addition
to the main strategy (actually you won’t have enough time even to do
the main strategy :)
- Use your first 2 Dark Templars to create a Dark Archon. 1 Dark
Archon + 1 Dragoon + 1 High Templar will easily kill any drop if
your unit control is good (maelstrom, then 2x storm). Always use
this if your starting locations are very close to each other (for
example 9 and 6, 12 and 3, particularly Protoss 3, Zerg 12).
- Good Zergs usually have most of drones concentrated at their
main and natural. You may drop Reavers or Dark and High Templars
at his main and Cannon ledge, or drop High Templars at his
natural. Try to draw his attention elsewhere while killing his
drones.
- This trick is very efficient when starting locations are 6 and
3. If the scouting Probe reports that the Spawning Pool has
started not long ago, take 12 Probes from your main and kill his
2nd hatchery. You will have about 4 probes at your main now, and
may continue producing them meantime.
- Use batteries on the ramps – it often helps vs. a Zerg who
likes to do a speed Zergling rush. This feature is good because
there are so few Protoss that use batteries, and most Zerg players
will underestimate the effectiveness and lose many lings before
retreating :)
- In the late game include arbiters to your force – they are
perfect vs. mass Zerglings
- Scout often for offensive Hatcheries.
- There are Zerg players who fend off Corsairs with 1 Spore
Colony. You may do a disruption web rush and kill all his
overlords with about 4 Corsairs. “They say that overlords are
harder to kill when they are aheap”, my former teammate S~Dread
said when he first saw this feature :P
And finally some basic but important advice:
- To ensure success, Protoss has to constantly make non-stop
probes. I recommend you to bind all your Nexuses to hotkeys.
- The most important thing in Protoss vs. Zerg is constant unit
producing, upgrades, and storming skills. That’s why you should
always make pylons in advance, and always put rally points from
all your gateways in one point. Fon’t forget to make upgrades and
always have one of your units scout Zerg in case he attacks so you
will be ready to storm.
Special thanks to:
(orky)Asmodey
(orky)Cerber
~CE~
No hydras were harmed during the making of the guide.
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(orky)Priest - первый игрок Санкт-Петербурга, выигрывал у
таких "госистых" буржуев, как [o]Mr.X в дуэлях: тосс на зерг... Типа
НАШ ОТЕЦ..:)
Источник: http://starcraft.org.ru