Part 4: Protoss Offensive Tactics

Offensive:

Use a Zealot to penetrate Terran bunkers early (must be early before bunkers are filled) to spy deeply into his base. A spy worker just won't make it past the Marines or bunkers.

Hardcore Zealot Rush: Build up using the normal buildup rules, but instead of making a Cybercore or gas Assimilator, make four Gateways total. Pump the Zealots and keep the pressure on. This works well on Discovery by building your Gateways close to their town, used well by Silentbob, good friend and StarCrafter. Do make the gas Assimilator and Cybercore when you can afford it - don't wait too long. Their best defense will be air units, so make sure you can get Dragoons fairly soon.

Cannons on Discovery: If you are able to get a peon on the plateau behind your enemy on this map or a similar map, you can build cannons to attack his peons. While you are at it, drop off Zealots there too, and get shield batteries on the plateau for Scouts to attack and heal at. When used in combination, this is painful. The trick though is to get on the plateau undetected, which won't happen unless you distract them somehow or they haven't seen the trick before. They will try to counter by dropping Zealots/hydras/Marines off on the plateau before the cannons are done, by using Mutas/Scouts, or by Siege Tanking (using ComStat, or my invention: a raised Barracks or Command Center to sight the trouble makers).

There are several attacks done with Shuttles that work well against workers mining minerals and gas. Be sure they don't have towers/anti-air or you'll lose your men going in. Try using hallucinations of shuttles to distract the anti-air and get the shuttle in.

Zealot drop: Just do any build up strategy you want but get shuttles. Fill one or two shuttles up with Zealots and plant them in any untowered peon line. Zealots eat up workers nicely. If they are alert they can retreat the peons away fairly easily.

Reaver drop: Same as Zealot drop, but done with two Reavers or two Reavers and some Zealots. Quite deadly!

Templar plus Zealot drop: Transport two or three Templars plus one Zealot to their unsuspecting peons and kill them all! The Templars Psi Storm the peons. The Zealot protects the Templars from the peons. If they are foolish enough to rush a ton of small men to help the peons, storm them too! You can use the Zealot as a sacrifice to keep the attackers from moving in while they get stormed. Very evil! If they are alert they can get most of the peons out.

Always have Zealots in front of Dragoons, Reavers, and Templars when attacking in force or defending. Templars are the most vulnerable, but are great army killers and very good defenders. Don't be afraid to sacrifice some Zealots to get a storm on the enemy. Protect the Templars and Reavers by picking them up with shuttles.

Reavers, Carriers and Scouts under an Arbiter is a force to be reckoned with in late game!

Against Hydras/ground units: Move Zealots in. Have two Reavers in a Shuttle and use hit and run tactics with the Reavers. Drop them… start reloading their scarabs with "r, r, r, r, r" quickly pick them up before the enemy gets too close. Fly a short distance away and repeat. This is an incredible tactic against Zealots and Ultralisks because they can never hit the shuttle, so you can keep attacking with no fear of losing the Reavers. And the best thing is that they are "reloading" the Scarabs while on board the shuttle. Beware of Hydras if you don't have Zealots to help you out though.

Large groups (six to eight) of Carriers can really wipe people out. Use Zealots and/or Reavers to cover the ground, and you devastate. Beware of Scourge, Protoss Scouts, and Ghosts (Lockdown). If you back your Carriers up with Scouts (unlikely due to supply problems with too many probes at expansions) you will really have a great attack force.