well i just got this game a few days ago and i havent played the beta. i have figured oout how to make the most of all the other units except zealots. i dont know how to use them to their full potential. I've tried massing them and that definiteley didnt work. here are some questions: 1: what is their main usage? 2: when should i make them and what situations call for them? 3: what units support them well or what units do they support well? 4: what does the upgrade do and how can i use it effectively?
Zealots are very cheap damage absorbers and decent dps for the toss. They destroy zergling and hydralisks infact they also destroy roaches if you can get them in the open. Your main force should contain quite a few zealots as they are better than stalkers for the cost in a straight up fight. The charge upgrade is fantastic as it gets rid of any advantage ranged units have. Sentries support them well as forcefield can split a force so you can destroy one half without being hit by much and the shield they project helps alot to. Generally they make the enemy form a line so colossi are also good support. If the enemy is using air stalkers have to escort them as well. Those are my observations from playing zerg against them so i'm not sure what strat to use if your fighting terrans.
I've only had second-hand experience with Protoss (I've been playing a lot of 3v3s with friends lately, one always goes toss), but from what I've seen they're main uses are early game for rushing and late game for mopping up and stray units/structures that may have been left behind in a big fight. Like marinefreak said, Zealots make decent meat shields for other units in your squad, such as Stalkers and Immortals. I'd say make your Zealot-to-Stalker ratio 1:1, with that force being a 2:1 or 3:1 ratio to any Immortals you have. The Charge upgrade does two things: It increases the Zealot's base movement speed, and it allows Zealots to basically sprint up to enemies within a certain range (you'll know it's happening when the Zealots have a blue trail behind them while moving really fast). This will allow your Zealots to terrorize ranged units such as Marines and Hydralisks, even when outnumbered.
Charge does not increase their speed when moving. Zealot legs in sc1 did that. As the only unit in the Protoss arsenal that is not gas-heavy, Zealots are often warped in if you have gasheavy units in your army and requires a meatshild for them. (Sentries, High templar, Collosi) Close to all balanced armies have some zealots in them, as they make for good tanks, and with the charge, also are good at ctaching fast or ranged units.
Zealots are a great unit. First of all they are durable,very hard to die and have a nasty attack. In early game you can use them both in attack and defense.There isn't many more quicker and hardest to counter very early rushes than 2 zealots in your base,combined with some good micro(maybe lings can match that fast rush).They also are a great guardian unit for the hole you leave in your early wall(they eat lings alive). Towards late game,with their charge upgrade Zealots are perfect for the frontal assault,leaving the Immortals Colossi and or Void rays free to do the dirty work.They also excel at destroy enemy cannons that way.A group of 6-7 zealots with charge can easily demolish 4 towers.Combined with more support they are a very handy tool. Of course they don't fit anywhere.While they are useful in many builds,they can be useless in blink stalkers build,or mass fleet by the opponent. Their major disadvantage is the lack of air weaponry and their mobility makes them useful when placed strategically on the map.