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	<title>Comments on: StarCraft TBG Strategy: Protoss</title>
	<atom:link href="http://www.haslo.ch/blog/starcraft-tbg-strategy-protoss/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.haslo.ch/blog/starcraft-tbg-strategy-protoss/</link>
	<description>We believe that people with passion can change the world for the better.</description>
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		<title>By: haslo</title>
		<link>http://www.haslo.ch/blog/starcraft-tbg-strategy-protoss/#comment-1055</link>
		<dc:creator>haslo</dc:creator>
		<pubDate>Mon, 25 May 2009 05:51:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.haslo.ch/blog/?p=2152#comment-1055</guid>
		<description>@Chase Clinton: Good question :P &lt;a href=&quot;http://boardgamegeek.com/thread/409629&quot;&gt;This thread&lt;/a&gt; is from you as well?

I don&#039;t think that you can place your ally&#039;s transports instead, that&#039;d have to be more explicit IMHO. I just read it as &quot;place all your transports wherever you want&quot; - after all, &quot;of your own units&quot; is implied but never explicit in all other &quot;place XYZ&quot; leadership cards, too.

If you could place transports of your allies with Return to Aiur, you could also give your ally your Zeratul, there&#039;s nothing different in the formulation of the two cards. And that&#039;s where things stop making sense :D

But of course, it&#039;s odd that FFG didn&#039;t talk about 7 transports but 8 when there aren&#039;t 8 to begin with. Maybe they wanted the card to be ready for the next expansion with more transports? :P</description>
		<content:encoded><![CDATA[<p>@Chase Clinton: Good question <img src='http://www.haslo.ch/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />  <a href="http://boardgamegeek.com/thread/409629">This thread</a> is from you as well?</p>
<p>I don&#8217;t think that you can place your ally&#8217;s transports instead, that&#8217;d have to be more explicit IMHO. I just read it as &#8220;place all your transports wherever you want&#8221; &#8211; after all, &#8220;of your own units&#8221; is implied but never explicit in all other &#8220;place XYZ&#8221; leadership cards, too.</p>
<p>If you could place transports of your allies with Return to Aiur, you could also give your ally your Zeratul, there&#8217;s nothing different in the formulation of the two cards. And that&#8217;s where things stop making sense <img src='http://www.haslo.ch/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>But of course, it&#8217;s odd that FFG didn&#8217;t talk about 7 transports but 8 when there aren&#8217;t 8 to begin with. Maybe they wanted the card to be ready for the next expansion with more transports? <img src='http://www.haslo.ch/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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		<title>By: Chase Clinton</title>
		<link>http://www.haslo.ch/blog/starcraft-tbg-strategy-protoss/#comment-1054</link>
		<dc:creator>Chase Clinton</dc:creator>
		<pubDate>Sun, 24 May 2009 19:43:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.haslo.ch/blog/?p=2152#comment-1054</guid>
		<description>How does Return to Aiur leadership card work? Up to 8 transports on any nav routes. You only have 7 transport counters.</description>
		<content:encoded><![CDATA[<p>How does Return to Aiur leadership card work? Up to 8 transports on any nav routes. You only have 7 transport counters.</p>
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		<title>By: cyb3k</title>
		<link>http://www.haslo.ch/blog/starcraft-tbg-strategy-protoss/#comment-471</link>
		<dc:creator>cyb3k</dc:creator>
		<pubDate>Tue, 24 Feb 2009 13:05:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.haslo.ch/blog/?p=2152#comment-471</guid>
		<description>Well, this sounds too well to me. This strategy is deadly against ground units, but should be very vulnerable to early or air attacks, whre enemy can easily overpower you. 

DT is strong and hard to kill, but not invincible, so they don&#039;t quarantee that you will be able to defend your base. What&#039;s more, strategy requires a lot of time to reach its full power - perhaps not 3, but at least 2 turns, but it&#039;s stiil much time to be crushed by any enemy. Especially if your orders are blocked.

Concentrating on DA and DT may be easily countered by Terran air units with Science Vessels. Especially Mind Control and Cloaking of DTs (I don&#039;t know how Maelstrom exactly works).

Ofc, if you don&#039;t have any agressive neigbours, fell free to build and develop DA. But i think you shouldn&#039;t be so hasty with building DA (they don&#039;t kill units so easily as DT, early invasion of DT may be even better move).</description>
		<content:encoded><![CDATA[<p>Well, this sounds too well to me. This strategy is deadly against ground units, but should be very vulnerable to early or air attacks, whre enemy can easily overpower you. </p>
<p>DT is strong and hard to kill, but not invincible, so they don&#8217;t quarantee that you will be able to defend your base. What&#8217;s more, strategy requires a lot of time to reach its full power &#8211; perhaps not 3, but at least 2 turns, but it&#8217;s stiil much time to be crushed by any enemy. Especially if your orders are blocked.</p>
<p>Concentrating on DA and DT may be easily countered by Terran air units with Science Vessels. Especially Mind Control and Cloaking of DTs (I don&#8217;t know how Maelstrom exactly works).</p>
<p>Ofc, if you don&#8217;t have any agressive neigbours, fell free to build and develop DA. But i think you shouldn&#8217;t be so hasty with building DA (they don&#8217;t kill units so easily as DT, early invasion of DT may be even better move).</p>
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		<title>By: haslo</title>
		<link>http://www.haslo.ch/blog/starcraft-tbg-strategy-protoss/#comment-444</link>
		<dc:creator>haslo</dc:creator>
		<pubDate>Thu, 19 Feb 2009 12:44:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.haslo.ch/blog/?p=2152#comment-444</guid>
		<description>Sounds intriguing, and very dangerous. Maybe this is the new Aldarchons? I guess it can be overcome with a Zergling rush though, before Maelstrom is in effect (or removing it from the player&#039;s hand with too many attacks), did you try that?

All the free kills and the ability to control enemy movement, an evil mix.</description>
		<content:encoded><![CDATA[<p>Sounds intriguing, and very dangerous. Maybe this is the new Aldarchons? I guess it can be overcome with a Zergling rush though, before Maelstrom is in effect (or removing it from the player&#8217;s hand with too many attacks), did you try that?</p>
<p>All the free kills and the ability to control enemy movement, an evil mix.</p>
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		<title>By: karn</title>
		<link>http://www.haslo.ch/blog/starcraft-tbg-strategy-protoss/#comment-433</link>
		<dc:creator>karn</dc:creator>
		<pubDate>Wed, 18 Feb 2009 10:43:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.haslo.ch/blog/?p=2152#comment-433</guid>
		<description>My group has developed a nearly unbeatable strategy for toss, which I like to call the &#039;Darchon Rush&#039;. It goes something like this:

Take Tassadar&#039;s start card where he gets 9 works and a Dark Templar. You don&#039;t need to expand with the extra resources from the leadership ability, so you can do Build x2 Research x2 and put your research orders towards summon Archon and a Dark Archon tech first round, then use leftover workers to hopefully build level 2 gateway; also, turn your templar into a Dark Archon.

On the second round, get some combination of the recharge + hand limit card, leg enhancements, or another Dark Archon tech (Maelstrom and Mind Control are the first two you should go for). Also, build the level 3 gateway.

By the third round, finish getting the tech you didn&#039;t get on round two and start pumping out zealots. From this round on, you are practically unstoppable. Maelstrom any unwanted attacks against you; on the offense, Leg Enhancements + Mind Control are two free kills almost every battle (recharging the mind control card each round). 

Stage two should roll around about this round or the next, at which point you choose Zeratul, bringing you up to three free kills per battle. After this point you can either build Dragoons as people will start going air against you, or build Dark Templars and/or more archons.


If you find yourself threatened in the first rounds before you are ready, do a defense order instead of a build (so it becomes Build Research x2 Defend) where necessary and/or delay the gateway production to grab a few more units.</description>
		<content:encoded><![CDATA[<p>My group has developed a nearly unbeatable strategy for toss, which I like to call the &#8216;Darchon Rush&#8217;. It goes something like this:</p>
<p>Take Tassadar&#8217;s start card where he gets 9 works and a Dark Templar. You don&#8217;t need to expand with the extra resources from the leadership ability, so you can do Build x2 Research x2 and put your research orders towards summon Archon and a Dark Archon tech first round, then use leftover workers to hopefully build level 2 gateway; also, turn your templar into a Dark Archon.</p>
<p>On the second round, get some combination of the recharge + hand limit card, leg enhancements, or another Dark Archon tech (Maelstrom and Mind Control are the first two you should go for). Also, build the level 3 gateway.</p>
<p>By the third round, finish getting the tech you didn&#8217;t get on round two and start pumping out zealots. From this round on, you are practically unstoppable. Maelstrom any unwanted attacks against you; on the offense, Leg Enhancements + Mind Control are two free kills almost every battle (recharging the mind control card each round). </p>
<p>Stage two should roll around about this round or the next, at which point you choose Zeratul, bringing you up to three free kills per battle. After this point you can either build Dragoons as people will start going air against you, or build Dark Templars and/or more archons.</p>
<p>If you find yourself threatened in the first rounds before you are ready, do a defense order instead of a build (so it becomes Build Research x2 Defend) where necessary and/or delay the gateway production to grab a few more units.</p>
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		<title>By: blarknob</title>
		<link>http://www.haslo.ch/blog/starcraft-tbg-strategy-protoss/#comment-359</link>
		<dc:creator>blarknob</dc:creator>
		<pubDate>Thu, 05 Feb 2009 18:29:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.haslo.ch/blog/?p=2152#comment-359</guid>
		<description>Yeah you can&#039;t get them turn one but you can get a lot of them turn two.</description>
		<content:encoded><![CDATA[<p>Yeah you can&#8217;t get them turn one but you can get a lot of them turn two.</p>
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		<title>By: haslo</title>
		<link>http://www.haslo.ch/blog/starcraft-tbg-strategy-protoss/#comment-355</link>
		<dc:creator>haslo</dc:creator>
		<pubDate>Wed, 04 Feb 2009 22:59:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.haslo.ch/blog/?p=2152#comment-355</guid>
		<description>Hm, sounds tempting :) You still won&#039;t be able to build Archons before round 2 though, as they need 4 build orders (Gateway tier 2, Gateway tier 3, High Templar, Archons) for them. But it does get a lot cheaper and more tempting indeed - just like the Reaver drop, too.</description>
		<content:encoded><![CDATA[<p>Hm, sounds tempting <img src='http://www.haslo.ch/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  You still won&#8217;t be able to build Archons before round 2 though, as they need 4 build orders (Gateway tier 2, Gateway tier 3, High Templar, Archons) for them. But it does get a lot cheaper and more tempting indeed &#8211; just like the Reaver drop, too.</p>
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		<title>By: blarknob</title>
		<link>http://www.haslo.ch/blog/starcraft-tbg-strategy-protoss/#comment-350</link>
		<dc:creator>blarknob</dc:creator>
		<pubDate>Wed, 04 Feb 2009 17:50:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.haslo.ch/blog/?p=2152#comment-350</guid>
		<description>If you start on one of the special order planets(mainly the one with resource areas) Aldachons is the way to go.  You can execute three gold builds turn one on  gold order planets.</description>
		<content:encoded><![CDATA[<p>If you start on one of the special order planets(mainly the one with resource areas) Aldachons is the way to go.  You can execute three gold builds turn one on  gold order planets.</p>
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		<title>By: haslo</title>
		<link>http://www.haslo.ch/blog/starcraft-tbg-strategy-protoss/#comment-332</link>
		<dc:creator>haslo</dc:creator>
		<pubDate>Sat, 31 Jan 2009 00:19:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.haslo.ch/blog/?p=2152#comment-332</guid>
		<description>Thanks a lot for the nice comment! I estimate the Zerg one will be up Sunday, maybe Monday. These posts take more time than I thought :P</description>
		<content:encoded><![CDATA[<p>Thanks a lot for the nice comment! I estimate the Zerg one will be up Sunday, maybe Monday. These posts take more time than I thought <img src='http://www.haslo.ch/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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		<title>By: blarknob</title>
		<link>http://www.haslo.ch/blog/starcraft-tbg-strategy-protoss/#comment-330</link>
		<dc:creator>blarknob</dc:creator>
		<pubDate>Fri, 30 Jan 2009 21:00:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.haslo.ch/blog/?p=2152#comment-330</guid>
		<description>Loving these, keep up the good work.</description>
		<content:encoded><![CDATA[<p>Loving these, keep up the good work.</p>
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