03-20-2004, 09:28 PM
Blockading is a horrible idea. Don't do it, unless you're blocking your enemies in, which is a GOOD idea. If you blockade your entrance, your enemy can pick your walls down with long-range units (siege tanks and lurkers come to mind), and you'll be helpless to stop it.
Zerglings and Terran infantry are the small units, in that they can sneak between buildings. Zealots are too big for that.
Zerglings are the underestimated units in the Zerg horde. They're excellent cannon fodder, and Zerglings with the Adrenal Glands upgrade can tear down buildings faster than any unit in the game. Use Zerglings liberally if your enemy is using large units, like Ultralisks, Goliaths, Tanks, or Dragoons. Keep them away from High Templar, Reavers, and Vultures.
If faced with a Mutalisk-heavy offensive, make Valkyries with reckless abandon. Valkyries kill Mutalisks faster than anything else out there; four Valkyries can EASILY put down thirty-six Mutalisks. Corsairs are only slightly less effective.
Make sure to use Dark Archons if you're playing as Protoss, especially if your enemy is going for the mega-units (Battlecruisers, Carriers, Ultralisks.) Maelstrom stops infantry, Zealot, and ANY Zerg rushes cold. It's especially devastating to the Zerg, as EVERY Zerg unit is biological. It also works on air units. Use a couple of Maelstroms, and follow up with Psionic Storms and Reavers. Mind Control the ultra-units (your enemy loses the unit, and you gain it), and Feedback spellcasters (High Templar, Science Vessels, Wraiths, Medics, and even Battlecruisers; Feedback on a fully-charged Battlecruiser instantly halves its HP.)
Use Hallucination. Hallucinate Zealots, Dragoons, and High Templar. Use a Psionic Storm and leave the Hallucination there while the real Templar escapes. Your enemy will concentrate on your Hallucination(s) while your forces batter on them. Use Hallucinations as cannon fodder, so your real units can close in.
Against Zerg, use Archons. The Zerg have no way of killing the shields, unlike the Terrans' EMP Shockwave ability.
Use Lockdown if your enemy seems to be using lots of mechanical units. A couple of Ghosts using Lockdown can ruin a person's rush, especially if it's hinging on Battlecruisers or Siege Tanks.
Zerglings and Terran infantry are the small units, in that they can sneak between buildings. Zealots are too big for that.
Zerglings are the underestimated units in the Zerg horde. They're excellent cannon fodder, and Zerglings with the Adrenal Glands upgrade can tear down buildings faster than any unit in the game. Use Zerglings liberally if your enemy is using large units, like Ultralisks, Goliaths, Tanks, or Dragoons. Keep them away from High Templar, Reavers, and Vultures.
If faced with a Mutalisk-heavy offensive, make Valkyries with reckless abandon. Valkyries kill Mutalisks faster than anything else out there; four Valkyries can EASILY put down thirty-six Mutalisks. Corsairs are only slightly less effective.
Make sure to use Dark Archons if you're playing as Protoss, especially if your enemy is going for the mega-units (Battlecruisers, Carriers, Ultralisks.) Maelstrom stops infantry, Zealot, and ANY Zerg rushes cold. It's especially devastating to the Zerg, as EVERY Zerg unit is biological. It also works on air units. Use a couple of Maelstroms, and follow up with Psionic Storms and Reavers. Mind Control the ultra-units (your enemy loses the unit, and you gain it), and Feedback spellcasters (High Templar, Science Vessels, Wraiths, Medics, and even Battlecruisers; Feedback on a fully-charged Battlecruiser instantly halves its HP.)
Use Hallucination. Hallucinate Zealots, Dragoons, and High Templar. Use a Psionic Storm and leave the Hallucination there while the real Templar escapes. Your enemy will concentrate on your Hallucination(s) while your forces batter on them. Use Hallucinations as cannon fodder, so your real units can close in.
Against Zerg, use Archons. The Zerg have no way of killing the shields, unlike the Terrans' EMP Shockwave ability.
Use Lockdown if your enemy seems to be using lots of mechanical units. A couple of Ghosts using Lockdown can ruin a person's rush, especially if it's hinging on Battlecruisers or Siege Tanks.
ArrayPaladins were not meant to sit in the back of the raid staring at health bars all day, spamming heals and listening to eight different classes whine about buffs.[/quote]
The original Heavy Metal Cowâ¢. USDA inspected, FDA approved.
The original Heavy Metal Cowâ¢. USDA inspected, FDA approved.