Starcraft/Starcraft: Brood War
Protoss Strategy
By Ed the Moogle
Version 1.4
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).
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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!). Be sure to 
upgrade your shields to the max, if nothing else. This will make you 
last a bit longer when you fall under attack, letting you get in a few 
more hits. 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 
High Templars with Psionic Storm.
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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. 
However, if your base falls under attack, you can recharge your units' 
shields if they are running low. A very handy building indeed.
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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. All of them are useful.
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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 (can be upgraded up to 22, I believe) 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 or Dark 
Templars.
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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 doesn't 
work on buildings), and is pretty much your ultimate weapon against the 
Zerg. They can also use Hallucinations to draw enemy fire or scout while 
you retaliate on an attack.Two High Templar can merge together to become 
Archons, very powerful fighting units.
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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. They also make fighting off air rushes 
easier because of their capability to attack multiple units 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. 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. 
They are good for mowing down those tough defensive buildings in a 
hurry, just because of the sheer amount of damage they do. I mainly use 
them for defense against Siege Tanks, Reavers, and Lurkers. 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 to do, though, as you'll usually have to clear a path through 
huge bases to do it.
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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 shields every 
now and then. These are pretty much the Protoss' best "rushing" units, 
because when they all focus upon one ground unit they can tear it down 
quickly, and since they do 28+ damage to air units with each shot...
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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). However, their 
main use is their ability to 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). They also 
make good during attacks due to the fact that they are cloaked, and 
usually the enemy will be focusing on the main threat- the attacking 
units. Their only downfall is that they are easily destroyed if 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.

Carrier

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

"New Arrival" Phrase

"Carrier has arrived!"

Select Phrases

"Ich Nu?"

Confirm Phrases

"Commencing!"

Annoy Phrases

"The enemies are legioned..."
"...And still you procrastinate!"
"Command, or you will be relieved!"
"This is not an idle threat!"

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 most 
anything. 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, Goliaths, Photons, 
etc. try to ruin your day. Also bring some Observers with you (and watch 
out for Lockdown!). Not as effective as Scouts, but still very deadly 
when in mass.

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, and they usually try to 
attack before you even get one Photon up (I've seen it happen before).

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 and Dragoons. 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 Dragoons for good measure.

Hydralisks and Lurkers: Take them on the ground with Zealots, Templars, 
and Reavers 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. They wreak havoc on ground units like nothing else.

Ultralisks: Maelstrom or Mind Control is the way to go here. If you 
don't have either of those, use some Carriers/Scouts 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. This rush is potentially 
very deadly unless you know how to handle it.

General Computer AI Facts

-The Computer Opponents always try to have multiple outposts all over 
the place. They have an infinite greed for resources, and always try to 
gain the upper hand by building outposts anywhere there are Minerals. 
However, they usually leave them poorly defended...

-The comps rush a lot more than they used to back in the old Starcraft. 
They'll mass together large numbers of Goliaths, Scouts, Templars, 
whatever it takes to get through your defenses.

-The comps can Lock Down, Yamato, PSI Storm, and Irradiate units with 
extreme efficiency. They always hit the right target that will 
subsequently cause doom to your units, and they do it very quickly, too.

-The comps are ALMOST ALWAYS building something. You can trash their 
units all day, it makes no difference to them. They'll always build more 
to prepare for a second attack.

-Your units will almost always go chasing after a unit that is firing 
upon it, even when you order them to retreat. For this reason, keep 
clicking back until you reach a safe point, so that they won't go 
blindly rushing in even under heavy fire.

VS Terran Strategy (Computer Opponent)

AAAARRRRGGGGHHHHH I hate Terran. They start off tame enough, sending 
attacks of Firebats and Marines (which your Photons should make short 
work of), but after that all hell breaks loose. They start sending 
Sieges, Cruisers, Science Vessels, all sorts of nasty tricks.

Anyway, after watching the first attack or two explode into a bloody 
mess under Photon fire (hehe), start building like crazy. You're going 
to need High Templars, Dark Templars, and Scouts to win. Your High 
Templars and Dark Templars should hide out near your Photons and 
eliminate any Sieges and Cruisers that come your way. After you're 
adequately defended (rebuild Photons as needed), start making Scouts. 
Carriers won't be too effective against those million Goliaths they're 
making. Once you get about two dozen, you should strike one of their 
Outposts. This will usually cause them to send a bunch of units after 
you (usually Ghosts with lockdown). Retreat back to your base and watch 
them die under Photon fire. Now start to rebuild more Scouts, making 
sure none of them gets past your barrage of PSI storm and Photon fire. 
After you get three-four dozen scouts, strike their main base. However, 
DON'T LET THEM DIVIDE YOUR UNITS! Make sure they're all sort of grouped 
together, and they're all firing on just a few buildings at a time. If 
they're spread out all over the place, you'll definitely lose.

VS Zerg Strategy (Computer)

First of all, GET DEFENSES UP!!! They'll often rush with six Zerglings 
first thing! Just get five units gathering minerals, then have your 
sixth build a Pylon, a Forge, and two or three Photons. Don't relax just 
yet, though. They often try to send a second strike with Lurkers and 
Hydras, and they know how to do the dreaded Mutalisk rush (shudder). 
Just build some more Photons and back them up with Dragoons and a few 
Scouts and you should be OK. When the time comes to build Offense, your 
best bet is probably Carriers and High Templars (most Zerg don't have a 
lot of HP, so they fall quickly to PSI Storm). Just move in with 
Carriers and attack their ground defenses, and back up their attack with 
PSI Storm and Archons.

VS Protoss Strategy (Computer)

PSI storm is your main threat here. They don't often rush, but when they 
do, WATCH OUT! They'll send tons of Zealots at you. Just get some 
Photons and Zealots of your own to combat them. After fending them off 
one or two times, they may appear to stop attacking. Don't be fooled. 
They're off building the super-deadly Templars and Carriers. Back up 
your Photons with some Reavers and High Templars, then concentrate on 
building up some Scouts. When you gather about 3 dozen Scouts, take out 
their Carriers and Templars (spread out so they can't PSI Storm all your 
units at once), then trash their Pylons in a timely manner. From here on 
out, they shouldn't give you too much trouble.

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