ok guy so i decided to write down some stuff about protoss units ( only gateway tonight as im tired but want tot see what you guys think) its basically going to be an evaluation of each one of the protoss units jobs, and maybe also what people try and get it to do. ( though the zealot and stalker entries kinda suck cause they are all round good units that you should have) Zealot - basic unit of the protoss used throughout the game, and will be the core of any protoss army. Usage; can be used in warp in drops with speed to destroy the min line. Strengths - cheap, powerful Weakness - Slow ( before speed) cant hit air Stalker - basic ranged unit of the protoss, used throughout the game, and will be the core of all protoss armies. Usage; can be used to blink ( /w upgrade) up into base kill stuff ( Workers Supply Add-ons) and retreat quickly, Microing will improve how well this unit works. Strengths - Mobile Weakness - Weak Sentry - Defencive Caster, used to control battlefields in early game ( before Thor Colossus Ultra ruin fun) can also be bought to save mins for expansion or more gateways. most protoss will use this unit to what degree depends on play style. Usage 4 can be used to Infa block a single space ramp ( your own or your oppnents) or to reduce opponents concave thereby giving you the advantage, or allowing you to retreat with fewer loses and slower units. Strengths - costs 50 mins, simple. weakness - costs 100 gas, weak High Templar - Offencive Caster, Used to destroy Energy, and Psi storm (Upgrade). destroying massed weak units. usage will depend highly upon play style and leangth of game, Colossus is usually chosen over HT. Kadren Amulet is a must for HT as it allows them to warp in with enough energy to psi storm. Usage; this allows them to effectivly counter drops and be used in warp in drops on min lines. or bolster a force against dread MMM. Strengths - costs 50 min, Good AoE, can re recycled into Archon Weakness - cost 150 gas, requires 2 upgrades to be effective. Dark Templar - Stealth Warrior. used to take out key structures or units away from core army while opponent focus may be else where. used when one is going for a gate heavy build, should not be part of your core. Usage; in harassment drops to put your opponent on edge, or when you are attacking elsewhere. can cause panic and overreaction, producing many detectors therefore reducing you opponent ability to build units. Strengths - Invisible, big damage, Recyclable. Weakness - Little health, cost.
Well done. This should help the newbies quite a bit. Although, you should add more details if you get the time.
Most games with protoss I win by having an army composition consisting of Zealot to stalker ratio of, 1 to 2 Stalker to colusi ratio of, 6 to 1 Observer to food ratio of, 1 to 50 Sentry to stalker ratio of, 1 to 2 Zealots need to charge, stalkers need blink. Observers need the speed upgrade and colusi need the range upgrade. Other state upgrades I beging to reasearch at around 12 minutes Zealot go after the maruders and marines, Zerglings, hydras, stalkers blink around to kill nighthawks, medivacs, mutas and overseers I rarely need to get psi storm, force field is used to split apart and prevent terrain armies from retreating, guardian shield most used vs zerg. Observers need to be used to see all areas just before and behind enemies armies. If you plan to attack somewhere, have the observer sit where you believe reinforcements could come from. Place pylons along fringe edges of your base to have an early warning system for ninja attacks. one doesn't need to attack an expansion base with full force, in fact if you see its not really defended, 3-5 chargelots can make quick work of the workers. VS T charge is scary, reasearch it by 14 minutes.