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A couple questions:
Although Colossi don't have boosted attack v light units, stalker, voids and immortals do, making them more desired for taking out enemy armored units. Colossi are still reasonably good at taking out armored units like marauders and roaches (provided they are protected...an exposed colosus is a dead collosus). Simply put, Colossi are the best protoss option for counter light, with zealots and carriers being macro based alternatives and HTs being an excellent micro based alternative.
I play on a touch pad most of the time, so a lot of my game is macro oriented for now.
Protoss is not a micro race. There are certain elements that do require micro but not in the same way that zerg require micro. Think of it this way, on 2 bases Toss can boost 4 probes in 20 seconds of build time. In addition, warp gates are the most effective means of unit production and combined with CB are a force. The main fact of it is, the nature of the toss segmented tech tree allows for a huge force to be produced in a relatively short time. The OP has some great tips, but Protoss relies a great deal on macro.
but zerg can also macro really fast... and sometimes it's actually annoying to have to remember every time to warp in units instead of just queuing 2 units at a time and then not worrying about it. Also, protoss units are the most costly..
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