Since the last question was more about Void Rays I concentrated on more diverse Protoss Anti-Air
Gateway
Since Protoss strategies usually revolve around heavy gateway units, Stalkers are more or less a must in anti air confrontations. The most important rule of Stalkers is: unless you are chasing, never blink into battle. This is key, because as a tool, blink is far more effective as running away or chasing than it is as an opener. Stalkers are a very fast unit, so the only time you should ever feel the need to blink into an enemy is when they're running away.
Blinking away has two important aspects to it:
- Mass Retreat
- Moving the Front line back
While retreating is often times a necessary thing, it's the latter, that makes blink such an effective tool. When you find yourself against engaged in a battle, you'll usually notice that your vanguard (front units) take the brunt of the damage. If you blink them away as they take damage, the damage will spread more evenly over your whole force and your Stalkers will continue to do damage from longer periods of time.
Protoss Air
If your build is designed around Air units there are two important things to remember:
- Phoenix can shoot while they move
- Void Rays can shoot while they move
Most people don't know the second one. The key to any Protoss air confrontation is to make it a mobile one. This is why the speed upgrade for Void Rays is so crucial. Now Phoenix and Void Ray have different use cases, Phoenix are effective against light, and Void Rays against armored. Based on what your opponent is going you have to adapt. If you're seeing Muta heavy, go Phoenix. If you're seeing Viking/Corruptor go VR. In a PvP its usually whoever has better macro or more upgrades who triumph... you know, unless you get High Templar
High Templar
Usually built out of an early 4 gate strategy, HT are one of the most powerful units in the game. Psionic Storm needs no introduction, but don't forget about Feedback. Feedback has the unit property of being amazing against unexpected units. Allow me to list a few:
- Ghosts (no surprise)
- Infestors (no surprise)
- Dropships (wait what? healing uses energy?)
- Phoenix (how do you think they lift)
- Ravens (as well as point defense drones)
- Battle Cruisers (Oh yeah!)
- Corruptors
- Even Mothership
I have definitely had games where I won with just HT/Zealot just because of how versatile this unit it. What's more they can easily be transformed into damage soaks (Archons) to break Siege Tank of Void Ray lines.
Having trouble against Mass Void Ray? Strangely enough Psionic Storm is surprisingly effective against Void Rays. Because of the charging nature of their attack, many players won't immediately move their Void Ray out of danger.
Conclusion
As always, the key to beating a PvP army often lies in doing something unexpected while your opponent is doing the expected. Use Observers to try and retain the advantage in the game of information warfare.
Barring scouting some kind of all-in rush coming from the terrans, you should probably be expanding before the 26 food mark. Personally I would recommend 14 pool, 16 hatch, and getting two gas geysers up at ~21 food. If you want to play it safe though you can go 14 gas, 14 pool and get the hatch around 24. If you want to be a little risky for more economic gain, go 14 hatch 14 pool. The larger the map/distance between you and your enemy the safer the fast expand is. I would generally recommend getting speedlings with your first 100 gas, and a baneling nest with your next 50. Banelings are never a bad thing to have vs terran.
As for mid-game, muta-ling is generally superior to hydra-roach in team games, as the bigger maps makes the mobility and map control provided by the mutas and speedlings more powerful.
If you are falling behind, you likely are not building enough drones early. Drone hard early game, keep lings at the towers and one outside their ramp to spot when you need to start pumping units like crazy. With two queen boosted hatches you can get a lot of lings out by the time they walk across the map.
Personal Credentials: 1200+ diamond 2v2 team with both of us playing random.
Best Answer
I don't think there's a cap on the amount of resources you can send allies. I do not have a definitive source for this but I have done some testing:
My team once tried a strategy where one of us only built expansions and economy, protected by static defenses. She then piped the resources to my friend and I, who went for high-tech builds. She never ran into a limit on sending resources. This "strategy" is kind of fun since it lets one person handle all the macro and another all the micro, but it has it's own risks.
You cannot send resources immediately though. When you start a game, if you click the transfer button right away, you will see there is a delay before you can start sending (I think it is 5 minutes but I could be wrong). I assume this is to prevent a true cheese rush where people send all their resources to one person, effectively letting one person start with 18 workers.