how do you deal with hit and run with zealots? -mauder, hit(slows) and run (follow with marine + medic) -reaper, clif jumping, famer kill -hellion, (follow with rush banshee) normally just 2 is enough to kite me around and buy enough time for air -roach... just more roaches... stalker has no match with roachs. and zerg can get a good number of roaches before i get immortal. so how do I deal with those! zealot just too slow to hit any ranged units, if i don't make enough zealots they just come into my base and hit&run workers. i only won couple of times because I got zealot speed upgrade in time(also my enemy sux, they waited too long, they could kill most of my zealots easy before i upgrade). - if i fast track stalker, then mauder + marine will make the kill - if i get cannons that's no match with mauders - immortal come out too slow and waste so much money to get there, if i can even get there! - air... don't think its possible to get without been rushed... I watched couple of high level replays, somehow the enemy never come into the base and kite around! there must be a simple trick... what did i miss? I even tried to block with workers, but sc2 blocking is not as easy as in wc3... workers are too small, they just step through them..
One simple question before you ask even more at the same time: are you using chrono boost for researching? Because seriously, you shouldn't have to much trouble keeping up if you use that as much as possible. If you notice that nothing is being chrono boosted, while you have the energy: then you're to slow. Anyways, for if you ARE doing all of this: try to block off your ramp better. Because if the enemy can just run around your (ramp) zealots while they haven't even teched high yet: you're doing that wrong. A couple zealots + buildings should be plenty to repel most early rushes. And by the time they get roaches and stuff, you can consider putting up a cannon or 2 on the high ground to help you. Pleeeeeeeenty of time to tech high enough for counters. If you see them coming, that is. Don't forget to scout.
thanks for help, i think you got the point. i always use boosts for units, so I forgot to use it on research! good point 1 more question though, how to you block with zealot vs ranged units? do you just stand there or you move to attack? and reapers...
You stand there. And if you're having trouble with early harass put up a cannon or two around your mineral line and ONE cannon behind your blocked ramp. Also don't forget to research WarpGates instead of Gateways!
I play Protoss and rushing was never a problem for me, instead of a forge I build another gateway, and mass up Zealots, by time I have about 5 Zealots I already have charge and I'm good to go. Build a few more Warp Gates, build a Pylon closer to the enemy and start massing in Zealots, and Stalkers. I save the Stalkers for later when the enemy brings out a couple air I bring in all my Stalkers and the air is gone. Although I'm only in Silver league this seems to work pretty well. Works the best against other Protoss players because they do not have enough time to get Air and I can bring in Zealots all the way. Zerg can get some Air and thats what originally forced me to alter my strategy a bit. If you just want a few wins I would use this strategy cause it has worked for me.
If you like using zealots, you need sentries to support them. Roaches and mauraders can't kite you if you put a wall of force fields behind them.
You mean in front of them? ^^ Anyway: also don't EVER forget to upgrade armor and weapons if the game drags on for longer then you had planned. Not just ability upgrades are what makes you win or loose. You won't need it when you still have a small number of troops, but when you're getting a large number of troops, it really starts to make a difference when you upgrade attack power stuff.
cannon towers + zealots I try to always have 2 cannon towers up behind my minerals (at every expo... at least 2) this keeps surprises away from my probes. a) they are detectors, no dts, no ghosts, b) they'll deter reapers/air/drops/etc. block off the ramp with zealots. This may sound noobish; but it works. I've only ever had problems vs reaper rush. I actually don't suggest teching charge too early, get a few immortals instead. or if you are teching charge go for archons too, the bonus damage vs bio > M&M&M. Use left over templars to feedback medivacs before merging. I've beaten gold and platinum players. I'm platinum in 2v2, and right now silver in solo.. but I seem to win vs every silver I play. gl hf ________ digital vaporizer
i think the best advice here is just to wall off your base and put a cannon or two behind the wall, that will hold off any small force long enough to get the tech you need, i.e. chargelots, blink stalkers, etc