This is my favourite way to go when I play skirmishes. It's a slower strategy that takes a while to develop, and you are vulnerable to agressive players that keep sending in troops. But once it's up and running, you're unstoppable.
Best played in team-games, where you have your ally to defend you while you pile up on your tech and fleet.
Here goes:
I build up a basic defense of 3-4 Photon Cannons, which I back-up with up to 6 Zealots, then I focus on going up the Tech-Tree. It's good to have a lot of Probes on minerals and gas to get a budget going.
During this time, it's a good idea to spread to another base for two reasons:
- more income ( Protoss are expensive, and this strategy will burn your pockets );
- a backup base in case your main base is destroyed;
Immediately go for Stargate and the upgrade for 8 Interceptors from the Fleet Beacon. Then crank out 2 Carriers with which to patrol your base. By this time you will be under attack and your initial defenses may not be enough.
Once you have 3-4 upgraded Carriers, build another Stargate to get Carriers out faster, and go get the Arbiter requirements complete. Now, build two Arbiters from your new Stargate, while with the other Stargate you should have about 6 Carriers by now in total.
You're Carriers should be enough to defend your base so far, and with two Arbiters, they will be invisible. Mark the Carriers with CTRL-1 and the Arbiters with CTRL-2 ( because Arbiters travel at different speed, you need to control each group differently, and make sure they remain clustered together at all times ).
This is your attack fleet: 6-7 Carriers and 2 Arbiters ( because one is not enough, could get shot out and expose your Carriers ); Having an observer standing by is good if you face cloaked units ( Wraiths, enemy Arbiters ), so mark it CTRL-3 and keep it on your fleet's tail.
While you plunder your enemy, don't stop producing another fleet just like this one, both for defense and both for backup in case you lose too many of your first fleet.
That's about it. This strat will work great versus turtle-types, but beware the zerg Scourge and Queen, they can mess it up bad if you're not careful. Carriers fare great against base defenses, because unless ordered to, they won't attack the Carriers themselves, but the Interceptors ( which get repaired each time they dock ).
Best played in team-games, where you have your ally to defend you while you pile up on your tech and fleet.
Here goes:
I build up a basic defense of 3-4 Photon Cannons, which I back-up with up to 6 Zealots, then I focus on going up the Tech-Tree. It's good to have a lot of Probes on minerals and gas to get a budget going.
During this time, it's a good idea to spread to another base for two reasons:
- more income ( Protoss are expensive, and this strategy will burn your pockets );
- a backup base in case your main base is destroyed;
Immediately go for Stargate and the upgrade for 8 Interceptors from the Fleet Beacon. Then crank out 2 Carriers with which to patrol your base. By this time you will be under attack and your initial defenses may not be enough.
Once you have 3-4 upgraded Carriers, build another Stargate to get Carriers out faster, and go get the Arbiter requirements complete. Now, build two Arbiters from your new Stargate, while with the other Stargate you should have about 6 Carriers by now in total.
You're Carriers should be enough to defend your base so far, and with two Arbiters, they will be invisible. Mark the Carriers with CTRL-1 and the Arbiters with CTRL-2 ( because Arbiters travel at different speed, you need to control each group differently, and make sure they remain clustered together at all times ).
This is your attack fleet: 6-7 Carriers and 2 Arbiters ( because one is not enough, could get shot out and expose your Carriers ); Having an observer standing by is good if you face cloaked units ( Wraiths, enemy Arbiters ), so mark it CTRL-3 and keep it on your fleet's tail.
While you plunder your enemy, don't stop producing another fleet just like this one, both for defense and both for backup in case you lose too many of your first fleet.
That's about it. This strat will work great versus turtle-types, but beware the zerg Scourge and Queen, they can mess it up bad if you're not careful. Carriers fare great against base defenses, because unless ordered to, they won't attack the Carriers themselves, but the Interceptors ( which get repaired each time they dock ).