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Strategy, tactics, and skill. At the heart of StarCraft II are the legion of skilled tacticians and brilliant strategists leading armies of zerg, protoss, and terrans to war across the scarred battlefields of the Koprulu Sector. Knowledge is power; the greatest commanders throughout history earned their victories not merely by virtue of strategic brilliance, but also by applying themselves to rigorous study of warfare and the tactics used by those who fought before them. You too can tap into this valuable resource, and that’s where StarCraft Art of War comes in.
Are you a veteran player? Are you new to StarCraft II and striving to improve your skills? In this weekly feature, we invite players of all skill levels to ask questions, share their tactics, post replays, and provide advice for understanding and defeating today’s most popular units or strategies.
This week, we’re analyzing:
Warp Prism. As protoss, how have you made use of Warp Prisms since the 1.4 changes? When playing versus protoss (as any race), how have the changes to this unit affected your play?
Art of War Rules:
Edited by Daxxarri on 10/6/2011 8:51 PM PDT
After getting my robotics up in PvP, I've been getting 2 immortals fast to protect from any sort of all in, then as I tech to colossus, I've got a warp prism, and as soon as my robotics bay comes up, I research warp prism speed. I use these two immortals to fly around killing stray pylons, and if your opponent is caught off guard, I might just snipe a tech structure.
Pylon blocks in PvP are critical. If you're supply blocked while a warp in is ready, you're wasting units you should already have. I then use these two immortals and warp prism in the final engagement, which is generally colossus oriented, where I angle the warp prism around the army, so I can come in behind their colossus, and drop my immortals in an attempt to snipe their colossus, or draw fire from fodder gateway units onto the immortals. It's amazing how much this helps in an engagement, and it has in fact, turned the tide of a battle for me.
I saw this being used in the GSTL, and just had to try it out myself. Definitely worth a try if you have the multitasking skills, but make sure not to lose that warp prism, one micro mistake could cost you a lot of resources. But the extra shields on the warp prism definitely help a lot, and the intense speed of an upgraded warp prism.
After the patch, i seldom let my army move out without one. I set them up when a big engagement is coming and use it to warp in reinforcements.
Some fun tactics which you can use to harass (yes i know, harass as protoss ;):
- Load 3 HT into a transport, drop on a saturated expansion/mineral line. 3 storms will carpet the entire area and guarantee an almost 100% drone kill. Load them back into the transport, wander off to another expansion and repeat. Cheap and efficient way to kill an expansion off ;)
- Load some Immortals into a few transports and go snipe tech structures
- Load a sentry and some zealots into a transport and go take out the expansion. FF the workers in to prevent escape
In addition, it really helps to drop immortals behind their lines. The improved range on the immortals means they will be able to take out siege tanks and collossi even in a well positioned army
As a terran player, i have been continuously harassed with warp prism sentry drops. Protoss forcefields the ramp and warps in units to destroy my production facilities. This happens before medivacs are out. So, in order to adapt to this new ptoross style, it is mandatory that a terran player leaves a few units (marines) at the main base so that it can deny the warp prism and prevent the sentries forcefielding the ramp.
alright, Silver/Gold Protoss talk here only:
So far, my experience with warp prism as such:
PvP, little to no chance to use it. Due to PvP is most of the time, 4-gate v 4-gate. I have tried some on custom games, no quite worth it still.
PvZ. here I do feel the warp-prism is more solid that before. Actually doesn't feel like its hull is made of aluminum foils. Got some limit success with 2 zealot 2 sentry drop + warp-in. (drop sentry and FF their ramp works well, due to Zergs tendency to have all units out of main.)
PvT, here the success is less obvious, had a sneaky zealot drop + DT warp-In that worked well. But FF works way less against terrans, cause ALL their units are range units.
but the good thing is that the prism doesn't cost gas. As Protoss seems to be too gas heavy already.
4 Gate now straight out loses to 3 gate robo and variants. I find warp prisms invaluable against a 4 gater, just get an immortal and sentry off the start, let him warp in, block his army (try to trap a stalker or two). warp in zealots to his mineral line. 4 Gate is so economically fragile at the start you should be able to take the advantage and push out in the next few minutes to take your expo.
Just report it.
[TCP]Mathmick - Melee Map Design
http://sea.battle.net/sc2/en/forum/topic/135123519 - Map List (Testers needed for map videos!)
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http://www.youtube.com/user/MathmickGaming - Mathmick's official YouTube Channel!
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