Starcraft/Starcraft: Brood War
Protoss Strategy
By Ed the Moogle
Version 1.3
Copyright 1999-2000 Ed the Moogle

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I'm writing a guide for the Protoss because I have always liked them the 
most, and because they have the Mind Control ability in Brood War, 
barely anyone plays as Terran or Zerg anymore (they can just Mind 
Control an SCV or Drone and build an entire Terran or Zerg base).
------------------------------------------------------------------------
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Protoss Advantages/Disadvantages
Buildings/Building Strategy
Units/Unit Strategy
Rush Stoppers
VS Terran Strategy
VS Zerg Strategy
VS Protoss Strategy
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Advantages and Disadvantages
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+ Their original fighting units are powerful (80 HP, 80 Shields, and 16 
base damage), they're the only race to use Shields and Mind Control 
('nuff said), their scouting unit is invisible (unless detected), and 
one Probe can warp in several buildings at a time (provided you have 
enough resources to cover the cost).

- They're open to being rushed (they're quite slow), Their defensive 
cannons are easy to destroy, they must build near Pylons, and their 
buildings are useless if not near a Pylon (the best way to take them out 
is to destroy all their Pylons).
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Buildings

Nexus 
750 HP, 750 Shields
Cost: 400 Minerals, 0 Gas
Options: Build Probe, Mine Gas/Minerals, Build Gateway or Forge

This is probably the most important building you have. Minerals and Gas 
are gathered here, and you can build Probes to create buildings or 
harvest. It also enables you to build a Gateway to build fighting units. 
It's one of the only three buildings that doesn't have to be near a 
Pylon (the others being an Assimilator and a Pylon itself). Put Photon 
Cannons near it and the place where you are harvesting minerals to 
prevent air units from coming in and picking off your Probes.
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Pylon
300 HP, 300 Shields
Cost: 100 Minerals, 0 Gas
Options: You can build near them, and they provide control.

These allow you to build units and you can create buildings near them. 
Put them near your entrance and surround them with Photon Cannons for a 
good defense (until Reavers or Sieges arrive, at which point you should 
employ Zealots and Dark Templars).

Assimilator
450 HP, 450 Shields
Cost: 100 Minerals, 0 Gas
Options: You harvest Gas here.

This is the only building you need for harvesting Gas (besides a Nexus). 
Put some Photon Cannons by it so some air units don't pick off your 
Probes.
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Forge

550 HP, 550 Shields
Cost: 150 Minerals 0 Gas
Options: Upgrade Ground Weapons, Ground Armor, or Plasma Shields (+1 
armor on shields), Build Photon Cannons

Here you upgrade your ground unit weapons and armor, as well as Plasma 
shields, which are on every Protoss unit (even Buildings!). The most 
useful thing about it is that it enables you to build Photon Cannons.
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Gateway
500 HP, 500 Shields
Cost: 150 Minerals, 0 Gas
Options: Build Zealots, Dragoons (require Cybernetics Core), High 
Templars (require Templar Archives), or Dark Templars (Brood War only, 
requires Templar Archives), enables you to build Shield Battery, Citadel 
of Adun or Cybernetics Core.

The gateway is where you train Zealots, Dragoons, High Templars, and 
Dark Templars. Build at least two or three of these near your entrance, 
so if you're under attack by some Siege Tanks, you can take some Zealots 
to them and get rid of the threat. If you are going for a Zealot, 
Dragoon, or Templar rush, a dozen is enough to supply you with a large 
amount of troops in a small time.
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Photon Cannon
100 HP, 100 Shields
Cost: 150 Minerals, 0 Gas

Photon Cannons are the Protoss' main defensive force. They do 20 damage, 
and can hit both air and ground units. Their main disadvantage is that 
they fire rather slowly compared to Missile Turrets and Spore Colonies, 
which can be a problem in air attacks. Cluster them near your choke 
points to prevent rushes, and back them up with Dragoons and Zealots or 
Dark Templars.
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Shield Battery
200 HP, 200 Shields
Cost: 100 Minerals, 0 Gas

This building recharges your unit's shields. Protoss can't repair their 
HP, but they can repair their shields, so do so during battles. The only 
disadvantage is that it cannot recharge the shields on buildings.
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Citadel of Adun
450 HP, 450 Shields
Cost: 150 Minerals, 100 Gas
Options: Upgrade Zealot Movement, Enables building of Templar Archives

Here you can make your Zealots faster. But its main advantage is that 
you are able to build the Templar Archives, which enables you to create 
Templars and Dark Templars.
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Cybernetics Core
500 HP, 500 Shields
Cost: 200 Minerals, 0 Gas
Options: Upgrade Air Armor and Weapons, or increase Dragoon attack 
range. You can build a Starport and a Robotics Facility after making 
this.

Here you upgrade Air Units, but you'll need a Starport to take advantage 
of this. You can also upgrade the attack range of your Dragoons.
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Starport
600 HP, 600 Shields
Cost: 150 Minerals, 150 Gas
Options: Build Scouts, Carriers (require Fleet Beacon), or Arbiters 
(Requires Arbiter Tribunal). Enables building of Fleet Beacon.

Here you can build Scouts (weak ground attack, but very strong air 
attack), Carriers (heavily destructive to ground units), and Arbiters 
(which I'll explain later). You can also build Corsairs, which cannot 
attack Ground units and their air attack is weak, but they can disrupt 
your enemies' defenses.
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Robotics Facility
450 HP, 450 Shields
Cost: 150 Minerals, 100 Gas
Options: Build Reavers, Shuttles or Observers, build Observatory or 
Robotics Support Bay.

Here you can Build Observers (requires Observatory), Reavers (Require 
Robotics Support Bay) or Shuttles, which will be explained later.
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Robotics Support Bay
450 HP, 450 Shields
Cost: 150 Minerals, 100 Gas
Options: Upgrade Scarab Damage, Reaver Capacity and Shuttle Speed. 
Enables building of Reavers.

Here you upgrade your Shuttles or Reavers/Scarabs.
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Templar Archives
500 HP, 500 Shields
Cost: 150 Minerals, 200 Gas
Options: Enables building of High Templars or Dark Templars (Brood War 
only), upgrade Templars or Dark Archons (Brood War only), enables 
building of Arbiter Tribunal.

One of the most important buildings you can get. Enables your High 
Templars to use the dreaded Psionic Storm, as well as Mind Control for 
your Dark Archons, among others.
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Observatory
250 HP, 250 Shields
Cost: 50 Minerals, 100 Gas
Options: Upgrade Observers, gain ability to build Observers.

This enables you to build one of the best scouting units in the game, 
Observers.
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Fleet Beacon
500 HP, 500 Shields
Cost: 300 Minerals, 200 Gas
Options: Upgrade Carriers and Scouts.

Here you can increase Carrier Capacity (allows your Carriers to carry 
more Interceptors, a definite plus) and Scout Movement, which enables 
your Scouts to move more quickly..
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Arbiter Tribunal
500 HP, 500 Shields
Cost: 200 Minerals, 150 Gas
Options: Enables building of Arbiters, upgrade Arbiters.

You can research Stasis Field and Recall for your Arbiters here.
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Units
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Probe
20 HP, 20 Shields
Cost: 50 Minerals, 0 Gas
Base Armor: 0
Base Damage: 5
Size: Small

Probes harvest Gas and Minerals, and also warp in buildings. Unlike the 
Terran and Protoss, they can warp in multiple buildings at a time. 
They're very weak, though, so don't rely on them if you get rushed 
(unlike SCVs, which are fairly good at defending if they get rushed).
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Zealot
80 HP, 80 Shields
Cost: 100 Minerals, 0 Gas
Base Armor: 1
Base Damage: 8 (hits twice)
Size: Medium

"New arrival" Phrase

"My life for Aiur!"

Select Phrases

"Issah shu!"
"Footman Calls!" (that's what it sounds like)
"Gee-ous!"

Confirm Phrases

"Honor guide me!"
"Blast that zerg!" (that's what it sounds like)
"For Adun!"
"Kau kola!"

Annoy Phrases

"En Taro Adun!"
"All for the empire!"
"Doom to all who threaten the homeworld!"

Zealots are your basic fighting units, and are very skilled in close-up 
combat. You'll have to get some pretty quick, because Protoss are the 
most open to be rushed. They're also useful if a Siege Tank or Reaver is 
wiping out your Photon Cannons. Just send in some Zealots to destroy 
that tank. 16 base damage is quite a bit.
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Dragoon
100 HP, 80 Shields
Cost: 125 Minerals, 50 Gas
Base Armor: 1
Base Damage: 20
Size: Large

"New arrival" Phrase

"I have returned."

Select Phrases

"Recieving."
"Input command."
"Transmitted."

Confirm Phrases

"Knock out soon!"
"Lock tide!"
"Mi-to-la!"
"Commencing."

Annoy Phrases

"Unauthorized transmission."
"Incorrect protocol."
"*beep" Drop your weapon. You have 15 seconds to comply.
"...5,4,3,2,1 *zap*"

Dragoons are your basic defense from air attacks. They do just as much 
damage as a Photon Cannon shot, even when not powered up! But they're 
quite slow, which leaves them open to attack from Firebats or other 
units. To protect them from Firebats or Zerglings, use Zealots.
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High Templar
40 HP, 40 Shields
Cost: 50 Minerals, 150 Gas
Base Armor: 0
Base Damage: N/A
Size: Medium

"New arrival" phrase

"Sa-sha-hur-ditu-me-hari!"

Select Phrases

"Ah shudai caw!"
"State thy bidding!"
"Your thoughts?"
"Say-ah-ha!"

Confirm Phrases

"You think as I do."
"My path is set."
"It shall be done."
"Ee-shtoff!"

Annoy Phrases

"Your thoughts betrayed you."
"I see you have an appetite for destruction..."
"...And you learn to use your illusion..."
"...But I find your lack of control disturbing."

High Templars have no physical attack, but can research Psionic Storm, a 
powerful attack that damages all units within it's range (it has no 
effect on buildings). They can also use Hallucinations to draw enemy 
fire while you retaliate on an attack. Hallucinations are also good for 
scouting. Two High Templar can merge together to become Archons.
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Archon
10 HP, 350 Shields
Cost: 2 High Templar
Base Armor:0
Base Damage: 30 Splash Damage
Size: Large

"New arrival" phrase

"The merging is complete!"

Select Phrases

"Power overwhelming."
"We burn!"
"Draw-so-cop!"
"We need focus!"

Confirm Phrases

"Destroy!"
"Annhialate!"
"Eradicate!"
"Obliterate!"

Annoy Phrases

"It all looks so different on this side!"
"(something I can't make out)"
"It's beautiful!"
"They should have sent a poet!"

Archons are very powerful units, capable of taking out large groups of 
Marines or Zerglings at a time. But beware of the Terran's EMP 
Shockwave, which removes all Energy and Shields from a unit. With only 
10 HP, an Archon can be easily destroyed by Terran forces after being 
hit by EMP Shockwave. They can hit air and ground units, and they do 
splash damage, meaning anything close to the unit you attack will also 
be damaged. They cannot be detected by Terran Spider Mines, so pairing 
them with an Observer is a wise plan for clearing them out.
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Dark Templar (Can only be built in Brood War)
Cost: 125 Minerals, 50 Gas
80 HP, 40 Shields
Base Armor: 1
Base Damage: 40(!!)
Size: Medium

"New arrival" phrase

"Adun Toridas!"

Select Phrases

"Yes?"
"Naras goo-leo."
"Sayas goo-enof!"
"I'm waiting."

Confirm Phrases

"Very well."
"For Aiur."
"Eh-mah!"

Annoy Phrases

"Your taunts are inadvised, Templar."
"Do not provoke me to violence."
"You cannot evade my wrath..."
"...In the closure of shadow."

Dark Templar are always "Cloaked", meaning that they can only be seen by 
Detector units (Science Vessels, Overlords, etc.). Their attacks are 
even more powerful than that of an Archon. But they must pause for a 
second or two between attacks. If seen, they can be quickly destroyed. 
But they're good for mowing down those tough defensive buildings in a 
hurry, just because of the sheer amount of damage they do. Two Dark 
Templar can merge to become a Dark Archon.
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Dark Archon (Brood War only)
Cost: 2 Dark Templars
25 HP, 200 Shields
Base Armor: 1
Base Damage: N/A
Size: Large

"New arrival" phrase

"We are as one!"

Select Phrases

"Must feed!"
"Thoughts in chaos!"
"We hear you!"
"Must have energy!"

Confirm Phrases

"We move!"
"Oblivion awaits!"
"Aaaahhh!"

Annoy Phrases

"Must consume..."
"...or oblivion will take us!"
"Adun, see me!"
"Darkness overpowering!"

Dark Archons can use three spells: Feedback, Maelstrom, and Mind 
Control. Feedback can be cast on any unit that uses energy. They will 
lose all their energy and take damage equal to the energy loss. For 
example, a Battlecruiser with 500 HP and 200 Energy will take 200 Damage 
and lose all that energy. Very useful against those damn Ghosts that 
keep using Lockdown on your units. FeedBack costs 50 Energy. Maelstrom 
freezes any unit in it's range for a few seconds, rendering it unable to 
move or fire. It's useful when a whole army of Marines  or Ultralisks 
are headed your way. Maelstrom costs 100 Energy. Lastly, Mind Control 
allows you to take control of an enemy unit you cast it on. If you cast 
it on a Dropship or Overlord with units in it, you'll get all the units 
inside it too! But keep in mind that this process drains 150 energy and 
all the Dark Archon's shields. The enemy will also begin firing on your 
Mind-Controlled unit as soon as you pull it off. So be sure to have an 
attack squad backing you up. The most useful thing is that you can Mind 
Control an SCV or Drone and build an entire Zerg or Terran base. It's 
very risky, though.
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Reaver
Cost: 200 Minerals, 100 Gas
100 HP, 80 Shields
Base Armor: 0
Base Damage: 100 Splash Damage (wow!)
Size: Large

Reavers are very powerful and have long range, but are the slowest units 
in the game. They're good for knocking down enemy defenses. Just be sure 
to have some Zealots and Scouts backing them up. The bad thing about 
Reavers is that you have to manually load them by selecting them, and 
choosing "Build Scarab" (Scarabs are little mechanical units that run up 
to the target and explode). It can only carry up to 5 at a time, unless 
you upgrade it's capacity. Best of all, they do Splash Damage, meaning 
that they can take out a large number of units at a time. They're also 
good for taking down Ultralisks (4 hits will kill one, but you'll need 
multiple Reavers to do it in time).
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Scouts
Cost:  300 Minerals, 100 Gas
150 HP, 100 Shields
Base Armor: 0
Base Damage: 8 to Ground units, 14 to Air units (hits twice, making 
28!!)
Size: Large

"New arrival" phrase

"Teleport successful."

Select Phrases

"Standing by."
"Awaiting command."
"Jo-gug?"

Confirm Phrases

"It will be done!"
"Ge-ous!"
"Ko-ko-la!"

Annoy Phrases

"Signal unstable."
"Psionic link dissapated."
"Adjusting neural transmission."
"*various strange noises*"
"Subatomic thrusters reingaged."

Scouts are very good against Air attacks (like Battlecruisers that try 
to Yamato all your Photon Cannons to oblivion). They're also good for 
taking out Spider Mines, because if a ground unit attacks, you can send 
out an Archon or two to wipe them out. Or if some air units attack, the 
Scouts can wipe them out quickly. Just be sure to recharge every now and 
then.
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Corsair (Brood War only)
100 HP, 80 Shields
Cost: 150 Minerals, 100 Gas
Base Armor: 1
Base Damage: 5 (Air attack only)
Size: Medium

"New Arrival" phrase

"It is a good day to die!"

Select Phrases

"May I be of service?"
"Ready for battle."

Confirm Phrases

"Ah, at last!"
"Excellent!"
"I thought you'd see it my way."

The bad thing about Corsairs is that they can only attack Air units. But 
they fire rapidly for light damage each hit (Sort of like Terran 
Valkyries, but their shots don't go all over the place). Corsairs can 
cast Disruption Web, which prevents all units within it's range from 
attacking. This only works on Buildings or Ground units, though. Perfect 
for when you need to get through those pesky Missile Turrets with a 
Shuttle or Arbiter.
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Shuttle
Cost: 200 Minerals, 0 Gas
Base Armor: 1
Base Damage: N/A
Size: Large

Shuttles are your only means of transporting Ground units across lava or 
other impassable obstacles (actually, I take that back. The Arbiter's 
Recall ability can do the same). Send them with some Scouts and an 
Observer to provide protection until you unload the units. Keep in mind 
that a Shuttle has eight spaces, and each unit takes up a certain amount 
of spaces, as follows.

Small- 1 Space
Medium- 2 Spaces
Large- 4 Spaces

Confused? You'll see how it works when you start loading them up.

Observer

Cost: 25 Minerals, 75 Gas
40 HP, 40 Shields
Base Armor: 0
Base Damage: N/A
Size: Small

Annoy Phrases

"I sense a soul in search of answers!"
"Well it sounds like...aw sh**! (can't make out the rest)"
"One small step for man, one giant...STOP POKING ME!" (lol)
"(a short clip from the hidden track in Warcraft 2)"
"Warcraft 5! The next level of battle with an expansion set..."

This is one of the best scouting units. It is always cloaked, and can 
detect cloaked or otherwise invisible units (Spider mines). Send them 
with a big group of Scouts or Carriers when trying to defend them. The 
only bad thing is that it's easily destroyed if it's spotted.

Arbiter

Cost: 100 Minerals, 300 Gas (Yeowza!)
299 HP, 150 Shields
Base Armor: 1
Base Damage: 10
Size: Large

"New arrival" Phrase

"Warp field stabilized."

Select Phrase

"Bel Adun!"

Confirm Phrase

"In-cos-me!"
"Je-pa-ca-zoen!"

Annoy Phrases

"We sense a soul in search of answers."
"Do you seek knowledge of time travel?"
"Now for your first lesson. Hahahaha!"
"*rapid backwards talking* Do you seek knowledge of time travel?"

Arbiters move and fire quite slowly and aren't very powerful to boot. 
But they can cloak any nearby Protoss units, making for a useful 
defensive unit (Cloak some Reavers and watch the sparks fly!). The only 
bad thing is that they can't cloak other Arbiters. Arbiters can cast 
Stasis Field, which imprisons all unit's within it's range in a 
crystalline field, rendering them invincible, but unable to attack or 
move. They can also Recall units to their location. Useful for moving in 
past enemy D and wreaking havoc. One of my favorite strategies is to fly 
in past enemy Defense (using the Disrupter Web from the Corsairs), then 
Recalling a bunch of Reavers and Dark Templars to wreak havoc. Be sure 
to bring some Scouts along, too, so your Arbiter doesn't get blasted out 
of the sky. Just watch out for Turrets/Photons/Spores.

Carrier



Cost: 350 Minerals, 250 Gas
300 HP, 150 Shields (Wow!)
Base Armor: 4 (Wow!)
Base Damage: 6
Size: REALLY BIG

(No quotes available)

Carriers may not sound very powerful, but they send out smaller units 
called Interceptors that are extremely fast and attack quickly. They do 
little damage, but a large group of them can quickly tear down any 
building. Be sure to upgrade Carrier Capacity so that each Carrier can 
carry 8 Interceptors (it's a crime they don't start out with 8). Just be 
sure to bring some Scouts along in case some Wraiths try to ruin your 
day. Also bring some Observers with you (and watch out for Lockdown!). 
If your Observers get locked down and leave you open to attack, send in 
some Dark Templars or Zealots and an Observer to wipe out the threat.

How to stop those damn Rushes

Zergling Rush: A few Photons and Zealots should stop the threat. Just be 
quick about it. Zerglings wait for no one.

Marine Rush: Some Photons and Zealots, definitely. Take out the Medics 
if they have any.

Battlecruisers: Other players have a tendency to group them all together 
in one big group, leaving them open to Psionic Storm or Stasis Field 
(build Photon Cannons when they're unable to do anything about it!!!). A 
large group of Scouts also work well.

Carriers: Scouts. Definitely Scouts. Photons may prove useless, because 
if you destroy anything, it will be some easily-replaced Interceptors. 
If they have an Arbiter, take it out with Scouts, then concentrate on 
the Carriers.

Guardians: Scouts. They're defenseless against them. If they have 
Devourers or Mutalisks, send in some Corsairs as well.

Hydralisks and Lurkers: Take them on the ground with Zealots or in the 
air with Carriers. As for the Lurkers, use some Observers or Photons to 
spot them, then take them out from the air if possible.

Ultralisks: Maelstrom or Mind Control is the way to go here. If you 
don't have either of those, use some Carriers and an Arbiter.

Arbiters, Carriers and Observers: First of all, nail those Arbiters hard 
and fast with your Scouts, so that they don't get off that Stasis Field. 
Once they're gone, aim for the Observers and then you can shoot them 
down with Scouts or Dragoons fairly easily.

VS Terran Strategy (Computer Opponent)

Start out by getting 6 Probes mining minerals. Once you have the money, 
build a Pylon near your entrance and a Forge. Surround the Pylon with 
some Photons. That should hold them off until they get Sieges. If they 
succeed in destroying your Pylons, rebuild immediately.

Once they get Sieges, you should have or be close to getting Dark 
Templars (if you have Brood War.) If they start blowing down your 
Photons, counter with Zealots or Dark Templars. About this time you 
should build some Photons near your minerals to prevent Air units from 
picking them off. Also, you should have 1 probe for each Mineral Field 
and 3 for each Gas Mine. You might also want to start building an 
Outpost (just be sure to back it up with Scouts and Zealots).

Try to get Observers as quickly as possible, because they'll start 
trying to nuke you. When they do, spot them quickly and nail them with 
some Dragoons. A few good shots will take them out. About this time, you 
should be building Scouts and Carriers, and maybe an Arbiter or two.

Park an Arbiter in the front lines with some Dragoons and Dark Archons 
(BW) to back it up. If the enemy attack is far stronger than yours, 
don't hesistate to Stasis Field some of them and deal with the rest. 
Mind Control is also an effective strategy.

Get about 8 Scouts and 6 Carriers, and back it up with a couple 
Observers and an Arbiter. But beware of Ghosts that can use Lockdown. Be 
prepared with Zealots or Dark Templars. Open a gap in their defense with 
Corsairs, then level it with Carriers, and send in the Zealots or Dark 
Templars with an Observer to clear out the ground units. About 8 
Zealots/D. Templars should suffice. But watch out for Sieges and Spider 
Mines. Take them out from above or with Archons (if you use Archons, 
watch out for EMP). You should level their base in no time with this 
strategy.

VS Zerg Strategy (Computer)

First of all, GET DEFENSE UP QUICKLY! They practically have Lurkers by 
the time you have Zealots! Build a Forge and a Pylon quickly, then set 
up lots of Photons. That should hold em for a little while. But, once 
they get Hydras and Lurkers, they'll attack in huge numbers. Use Dark 
Templars or a lot of Zealots and Dragoons for best results. When the 
Lurkers tunnel under the ground, back off until they resurface, then 
attack them fiercely before they reburrow.

Once you fight them off, build up more units and rebuild your Photons. 
Then try to get Archons, because they can dish out punishment quickly 
and fiercely without fear of dying right away. When launching an attack, 
look out for Queens and their Ensnare tactic, which slows you down 
greatly. This can mean the difference between winning and losing. Bring 
some Scouts along, because Zerg comps usually don't build much defense. 
Have Archons take out the Sunken Colonies and the Spores, so Scouts can 
provide defense. Look out for Overlords though! If they give away a Dark 
Templar's position, Hydras or Sunkens can quickly tear them apart. Take 
out the Overlords with your Scouts. Once you do that, they'll be 
practically defenseless.

VS Protoss Strategy (Computer)

Get about 6 Probes mining Minerals. Build a Pylon near the entrance and 
a Forge. Put a bunch of Photons (about 8 to start with). Now send off a 
probe  and lure the Zealots to your cannons. They should be blown to 
bits. Now they'll just keep sending them again and again. Rebuild as 
they destroy them, and concentrate on getting Archons or Dark Templars. 
Once they run out of Minerals or you have a good sized force, send them 
in and wipe out their base. Easy as that.

Questions/Comments/Corrections? E-mail brunerp@juno.com
