So, a few nups questions for you, I would be happy for an answer 1) So, where can I read what armor type each unit has ? I can read dmg if i put my mouse over the units weapon there it sometimes stats +X vs. light or whatever but if I put it above the shield or armor it only shows me the amount not the type. 2) how to counter marauders ? 3) how to counter banshees ?
http://static.arstechnica.com/sc2rocks.jpg Check the bottom middle of the screenshot, where it says "Armored - Structure". You can read armor type and other modifiers right there.
2) Mauraders are generally week against the smaller type of unit such as the marine or zergling. 3) Banshees are week against things that shoot air (vikings + phoenix) because they can only shoot down. Marines, hydras work well against them as well.
Any air unit that can attack ground is also good against marauders because they can only attack ground
thx for the replys by the time I get air units out, I normally get rofflstomped :> i often get rofl stomped by players just pump out one kind of unit straight from the beginning, mass roaches, mass marauders, massmass zerglings. :>
as I'm playing protoss most off the time, I found stalkers and immortals to be a good counter against marauders stalkers also help against a reaper rush, I dont build zeals against terran they seem somehow week. And if there is a tec switch to air, I have at least some AA units and observers to counter the cloak. so, what do against zerg ? what units are good at the beginning ? I found zeals too slow and my workerline often getting harassed. should I also go for stalkers against zerg or build a cannon ? what basic setup do you recommend against zerg ?
For zerg I usually go 9 probe pylon > gateway > forge. i produce a zealot and then a canon within range of all my minerals and my gateway. this will stop a ling rush and get me ready for the roaches to surely come. sometimes the first 2 or 4 lings can annoy my probes i guess but micro attack with the probes is fine. i usually haven't found much need to bother with air against zerg in bronze and silver league play, but maybe that's why i haven't progressed. i admit i only play one day a week. it's all i have time fore at the moment. usually if the zerg thinks they can go mutalisks quick they dont have enough ground forces to defend against a handful of zealots, stalkers and and early immortal or two. zerg seem to be underpowered on the ground right now until roaches get burrow my immortals and zealots with charge seem to make quick work of everything.
zlots work well against maruadfers when they have the charge upgrade as the concussive shell no long works. darks templars will also just rip through a line of maduaders though you need to hide them in with charging zlots or collosus (somithing that is flashy covers up the shimer of invis untis). Banshees a pretty bad for protoss, warprays will counter them reasonabley well ( the phoneixs are better they have little other purpose). as for countering rushes i have found lings to be the hardest to counter as they can be on you so fast that you have nothing to stop them, if against zerg try getting out 2 zlots fast ( i usually have a cannon up as well to) that should stop them along with bringing miners of min line.
Immortals > Roaches and Ultralisks. Immortals < Zerglings and Hydralisk Colossi > Hydralisk, and Zerglings. Colossi < Mutalisks. Stalkers + Blink > Roaches. Stalkers < Hydralisk This is up to my knowledge a couple of the right counters between Zerg V Protoss
I would say Speedlings (and especially cracklings but not necessary) > Stalkers Banelings > Colossi and Zealots Roaches > Zealots Stalkers vs Mutalisks......not sure. They seem pretty even to me in smaller numbers, with the probable advantage to the Zerg. I'm not sure what stalkers cost Protoss though. Definitely more mobility though so its far easier for the mutas to harrass and pick of stalkers here and there as they try to counter the harrass. Ultralisks....I haven't used them much to be honest. I saw someone stating they are meant to be a more cost effective tier 1 counter than banelings though, so I guess (pathing issues aside) Ultralisk > zealot?
Yeah that sounds all about right, I'm pretty sure that the Ultralisk demolishes zealots unless there are more than 6. I can't be too sure on that though.
Zealots are a major problem unit in my opinion, with the exception of blocking your ramp against ling rush they are basically useless as everything can kite or run circles around them. Most protoss will just go straight to stalkers with maybe unless they are doing a very fast rush or getting rushed. Stalkers are strong against roaches, weak against zerglings/hydras and decent against mutas especially with the blink upgrade. They also do alright versus banelings. Immortals are the go to tier 2 unit in 1v1 against armored units, but in larger games collisi are almost always the correct choice. Immortals absolutely destroy roaches, but get into trouble if you use too many because zerglings/hydras and mutas easily destroy them. Collisi are best against massed units because altho they are capable of hitting quite a few units they really do have to be properly bunched up to take proper advantage of its line based firing style. They also go down pretty fast so they really need a meat shield. In 2v2 collisi with the range upgrade firing from behind the other persons armry are devastating. There are some pretty good anti air counters to collisi, but the other team will probably have had to sacrifice too much ground based damage to really beat you with those counters. Sentries are tactical units, I throw in a couple when I can afford the gas, they help against armies which are heavy in rapid firing low damage units such as zerlings/marines/hydras or even stalkers, and of course if you can trap half of someones army in their base by cutting off the ramp down its totally devestating. (or cutting off one person well you kill their partner) Nobody really uses protoss air and DTs can be used tactically here and there, perhaps if you get a shuttle and warp them into the enemies mineral line or something like that. HT are also really great if you get storm upgrade or for killing those pesky ghosts, BUT they are just so heavy on gas and so fragile I usually can't spare the 150gas. Very good against mass hydras but I wouldnt really use them versus mutas cuz they are too fast and usually being constantly microed. From a zerg point of view, mass zerglings to hydras or mutas is a great plan because protoss don't go air and are not that well equipped to fight light armored units in a 1v1. That said in a 2v2 watch out for the collisi if your going hydras. I'm not sure what zerg can really bring to the table in 2v2 as I don't play zerg much and I havn't notice them to be particularly efficient in the 2v2 situation. Maybe a zerg player can chime in.