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PROTOSS
ARBITER - The elegant Arbiter is truly a remarkable craft. This hardy warship flexes
light, and the gravity about it is not unlike how an archer draws a bow,
creating a delicate concentrated field of stasis time that renders all other
friendly Protoss units near to it invisible to the enemy. The cloaking field
covers a wide radius and affects both flying and ground forces (but not
structures), though due to the Arbiter’s anchor-like role in space time, it
can never be cloaked itself. While the Arbiter is equipped with a Phase
Disruptor Cannon similar to that of a Protoss Dragoon, the weapon is
purely symbolic. An Arbiter’s primary defense is its ability to conceal any
number of escort units that will protect it from the enemy. Nothing is quite
as psychologically devastating as being on the receiving end of an
onslaught you cannot even see.
Though Arbiters are ideal for concealing a Protoss attack force, they
are also excellent to keep around your base to confound enemy scouts
and attackers. Hide your Probes from prying eyes or conceal your
defensive forces to trick the enemy into thinking your base is
undefended—or just the opposite. A lone Arbiter stationed at a new
expansion base may cause an enemy to hesitate before attacking if he
suspects a huge garrison cloaked beneath it. Remember that cloak
detecting units as well as the Terran Comsat Station Scanner Sweep will
reveal any hidden units to your foe.
ARCHON- The epitome of Protoss fury and discipline is the Archon, a being com-posed
almost entirely of pure energy. Archons are summoned through the
sacrifice of two High Templars, who may merge with one another at will
to produce a single being far more physically powerful, though it lacks the
High Templars’ psionic abilities. Archons flow into battle with violent
resolve, crushing anything and everything that stands in their way with
fast and terribly potent Psionic Shockwaves. Though range is limited,
Psionic Shockwaves can strike flying and standing units alike and will
even injure units adjacent to the target to a lesser extent. Psionic Shock-waves
are the single most powerful anti-air weapon known.
A combination of incredible attack power and remarkable defensive
strength makes the Archon the single most potent warrior in the universe.
In great numbers, Archons are virtually unstoppable. But like any other
military unit, they are best used in careful conjunction with other spe-cialized
forces. Because, for all their fearsome strength, Archons are far
from invincible—and an enemy in superior numbers can fend them off.
Further, since Archons accelerate slowly, fast opponents can run away
from them with little problem.
Archons are best used in packs of three or more just behind your front
lines. Send in your Zealots and Dragoons to draw enemy fire, then deploy
Archons in their wake and quickly dispose of the enemy, as he concen-trates
on your more expendable forces. Also try sending Archons into bat-tle
leading pairs of High Templars. Those High Templars may be used
either to divert enemy fire by casting Hallucinations or assisting in the
attack with their Psionic Storms. Once their psionic energies are depleted,
merge them into Archons to assist in combat more directly.
An Archon costs nothing in addition to the two High Templars required
to produce it. Unfortunately, not only are two High Templars very expen-sive
on their own, they are also rather slow to produce. And even after the
High Templars have been trained, summoning the Archon demands still
more time, at which point, the Archon is in a vulnerable cocoon state. Do
not expect to achieve victory through Archons if you only have a single Gateway producing your High Templars. To build a capable squad of
Archons, you need at least a pair of Gateways simultaneously producing
High Templars, lest your opponent outnumber you in short order. Four
Gateways are preferable.
Archons, like all Protoss ground forces, benefit immensely from
weapons upgrades researched at the Forge. Attempt to upgrade your
weapons at least one level before deploying Archons and proceed as
swiftly as you can to upgrade weapons to maximum potency.
It must be said that the irksome Terrans possess a weapon so devas-tating
that it can all but eliminate several Archons at once. That weapon
is the Science Vessel’s EMP Shockwave, which instantly depletes Protoss
shielding on all units within a sizeable radius. A pack of Archons caught
in an EMP Shockwave are stripped of their 350 points of shielding, leav-ing
them extremely vulnerable. It cannot be stressed enough just how
dangerous the Terran Science Vessel is to your forces in general and to
Archons in particular. But even the Science Vessel may be counteracted
under capable command. If you suspect you’ll confront Science Vessels in
combat, create a scattered front line of Hallucinated Archons. The Science
Vessels will waste their energy using EMP on the false units (thus dis-pelling
them), at which point, you may proceed with your attack as
planned. Yet the safest solution is not to use Archons against a cunning
Terran foe in the first place.
CARRIER- The daunting Protoss Carrier is a small arsenal unto itself. This massive
spacecraft is remarkably expensive and slow to produce, it is heavily
reliant on upgrades, and it isn’t effective unless deployed in groups of four
or more. And yet if you can fulfill its steep prerequisites, you will find the
Carrier to be the single most powerful weapon available. Though it
possesses no offensive weapons of its own, it commandeers fleets of fast
automated Interceptors whose Pulse Cannons can shred any target to
ribbons in no time.
CROSAIR-
DARKARCHEON - The epitome of Protoss fury and discipline is the Archon, a being com-posed
almost entirely of pure energy. Archons are summoned through the
sacrifice of two High Templars, who may merge with one another at will
to produce a single being far more physically powerful, though it lacks the
High Templars’ psionic abilities. Archons flow into battle with violent
resolve, crushing anything and everything that stands in their way with
fast and terribly potent Psionic Shockwaves. Though range is limited,
Psionic Shockwaves can strike flying and standing units alike and will
even injure units adjacent to the target to a lesser extent. Psionic Shock-waves
are the single most powerful anti-air weapon known.
A combination of incredible attack power and remarkable defensive
strength makes the Archon the single most potent warrior in the universe.
In great numbers, Archons are virtually unstoppable. But like any other
military unit, they are best used in careful conjunction with other spe-cialized
forces. Because, for all their fearsome strength, Archons are far
from invincible—and an enemy in superior numbers can fend them off.
Further, since Archons accelerate slowly, fast opponents can run away
from them with little problem.
Archons are best used in packs of three or more just behind your front
lines. Send in your Zealots and Dragoons to draw enemy fire, then deploy
Archons in their wake and quickly dispose of the enemy, as he concen-trates
on your more expendable forces. Also try sending Archons into bat-tle
leading pairs of High Templars. Those High Templars may be used
either to divert enemy fire by casting Hallucinations or assisting in the
attack with their Psionic Storms. Once their psionic energies are depleted,
merge them into Archons to assist in combat more directly.
An Archon costs nothing in addition to the two High Templars required
to produce it. Unfortunately, not only are two High Templars very expen-sive
on their own, they are also rather slow to produce. And even after the
High Templars have been trained, summoning the Archon demands still
more time, at which point, the Archon is in a vulnerable cocoon state. Do
not expect to achieve victory through Archons if you only have a single Gateway producing your High Templars. To build a capable squad of
Archons, you need at least a pair of Gateways simultaneously producing
High Templars, lest your opponent outnumber you in short order. Four
Gateways are preferable.
Archons, like all Protoss ground forces, benefit immensely from
weapons upgrades researched at the Forge. Attempt to upgrade your
weapons at least one level before deploying Archons and proceed as
swiftly as you can to upgrade weapons to maximum potency.
It must be said that the irksome Terrans possess a weapon so devas-tating
that it can all but eliminate several Archons at once. That weapon
is the Science Vessel’s EMP Shockwave, which instantly depletes Protoss
shielding on all units within a sizeable radius. A pack of Archons caught
in an EMP Shockwave are stripped of their 350 points of shielding, leav-ing
them extremely vulnerable. It cannot be stressed enough just how
dangerous the Terran Science Vessel is to your forces in general and to
Archons in particular. But even the Science Vessel may be counteracted
under capable command. If you suspect you’ll confront Science Vessels in
combat, create a scattered front line of Hallucinated Archons. The Science
Vessels will waste their energy using EMP on the false units (thus dis-pelling
them), at which point, you may proceed with your attack as
planned. Yet the safest solution is not to use Archons against a cunning
Terran foe in the first place.
DARKTEMPLAR- These enigmatic Protoss aristocrats have set aside their Psi Blades to con-centrate
on honing their psychic fury. Though High Templars are slower,
far more vulnerable, and much more expensive to train than their more
bloodthirsty kinsmen, their power is not to be underestimated. The High
Templars will not win your war single-handedly, but with their assistance,
you can swiftly tilt the balance in your favor.
P S I O N I C S TO R M
High Templars are defenseless until you can research their Psionic Storm
ability, where they channel their vicious mental energies to create vast,
palpable electric fields that inflict intense physical trauma on all living
creatures in the area of effect. The Psionic Storm can kill large groups of
weaker enemies in one casting (especially useful against swarms of Zerg
Hydralisks and Mutalisks) and can severely injure larger opponents as
well. This attack does not discriminate between flying or standing oppo-nents
and is especially effective against an enemy commander who likes
to clutter his expensive aerial units together.
Psionic Storm has no effect on structures of any kind. This lends it a
useful defensive edge; if your base is under attack, do not hesitate to cast
Psionic Storm within your perimeter. Beware, though, as the spell cannot
differentiate friend from foe and may even eliminate the High Templar
himself if he approaches too close. Only one Psionic Storm may exist at
any given point; using multiple High Templars to invoke the ability to one
area is wasteful.
H A L LU C I N AT I O N
A High Templar?s ability to confuse the enemy by means of the Hallucina-tion
spell is strategically crucial. When cast, Hallucination produces twin
replicas of the target unit. Hallucinations will appear in blue to your forces,
but to the enemy they are indistinguishable from your other troops. These
replicas may move or attack exactly like the real thing, though their attacks
inflict no damage. Further, Hallucinations sustain injury at twice the normal
rate and do not enjoy their real counterpart?s special abilities. For instance,
a hallucinated High Templar cannot cast spells. Send Hallucinations into
battle as a screen for enemy fire, using your real forces to slay the opposi-tion
while the confused ones frantically fire at the simulacra.
DRAGOON-Among the most revered members of the Protoss fighting force is the Dra-goon,
whose robotic arachnoid sarcophagus houses a vengeful Zealot
restored to life through highly advanced Protoss cybernetics. These resur-rected
fighters are slower and bulkier than Zealots, but can fight from a
distance by means of their Phase Disruptor cannons that are equally
effective against ground and aerial forces. These Phase Disruptors are
powerful but slow to fire. As such, Dragoons can be easily overwhelmed
if the enemy outnumbers them. Thus, they are best used in conjunction
with Zealots who can distract the enemy long enough for the Dragoons
to finish them off.
Though Dragoons demand a significant quantity of Vespene Gas to build,
they are relatively inexpensive on the whole. If you can quickly assume con-trol
of a large quantity of resources, producing vast numbers of Dragoons
alone may be enough to win your battle. Their single major weakness—their
slow rate of fire—is nullified when Dragoons are deployed in droves.
Protoss Dragoons provide invaluable base defense because of their
ability to target both flying and ground units. They can support your
immovable Photon Cannons and likewise provide defense where the
enemy has managed to avoid your Cannons’ wrath. Use the Dragoon’s
range and mobility to harass aggressive opponents and lure them into
range of your Photon Cannons.
Make certain to increase Dragoon attack range by developing the Sin-gularity
Drive at the Cybernetics Core. Also keep in mind that the upgrades at the Forge benefit your Dragoons just as much as your Zealots,
and remember to prioritize weapons upgrades first. Quickly amassing an
army of Zealots and Dragoons may well lead to a quick, decisive victory
for the Protoss commander in control of these relentless fighters.
OBSERVER-You’d think the slow, defenseless Observer would be an easy kill. Luckily
for the Protoss, it’s equipped with a personal cloaking field that makes it
completely invisible to all but the few select structures and units capable
of detecting its presence. The tiny flying Observer, true to its name, is
designed specifically with scouting purposes in mind—to observe its sur-roundings
without being detected and relay reconnaissance data back to
Protoss headquarters.
It is rather inexpensive to produce, and ideally, it will last through the
extent of the battle. It is relatively slow moving and has a fairly restricted
field of vision by default, though both its speed and its sight range may
be upgraded at your Observatory. Each of these upgrades enhances
Observer performance significantly and should be researched in turn
(Sensor Array first and Gravitic Booster second) if you’re fighting in
expansive areas where Observer recon is imperative.
Know which units and which structures will detect your Observers.
These include Zerg Overlords and Spore Colonies, Terran Science Vessels
and Missile Turrets, and Protoss Observers and Photon Cannons. Without
the Sensor Array upgrade, your Observer might very easily stumble into
the detection field of one of these enemy units and find itself on the
receiving end of your enemy’s arsenal. If detected and attacked, chances
are your Observer will be destroyed. Maneuver your unit carefully and
leave it in a place where no enemy detectors are present. It is useful to
place Observers at mineral patches, in front of any choke points leading to your base, or anywhere within the enemy base itself so as to identify
enemy forces on the move.
The Observer is most important for its ability to detect cloaked or hid-den
units, including Terran Wraiths, Ghosts, and Spider Mines; burrowed
Zerg; and enemy Protoss Observers and Arbiters. Because the Observer
cannot be seen itself, you can often throw the enemy into a state of panic
when all of a sudden your forces attack those units he thought were
invisible to your eyes. Send Observers with every major strike force if you
anticipate cloaked opposition. Make certain to keep an Observer close to
headquarters when fighting a cunning Terran opponent so as to flush out
any incoming Ghosts and have another in the field to spot Spider Mines.
PROBE-Probes are highly efficient automated worker units that maintain the Pro-toss
war economy and establish new Protoss bases. Rather than construct
buildings themselves, Probes merely relay coordinates from the point
where the building is to be placed to the Protoss homeworld of Aiur. A
warp rift is generated, and soon thereafter, the building will materialize.
Because Protoss Probes need not oversee the warping process, a single
Probe may warp in an entire Protoss military installation single-handedly.
There’s a slight catch, though. Most Protoss buildings must be warped
within the Psionic Field generated by a Pylon. And of course, the warping
process isn’t free—in fact, advanced Protoss structures are very expensive
to produce.
Aside from warping in new structures, Probes are responsible for har-vesting
precious minerals and Vespene Gas to sustain the Protoss war
effort. Try and allocate two Probes per mineral patch to maximize your
earnings. If your Nexus is close to a Vespene Gas geyser, you likely won’t
need more than four Probes gathering gas since only one Probe may
reside within an Assimilator at any one time. Probes, like all Protoss units and structures, are equipped with shields
that slowly recharge if they take damage. Probes very delicate, however.
They are easily destroyed and practically defenseless, yet entirely integral
to your survival. So make certain and keep them very well defended with
Photon Cannons and more.
REAVER-The Protoss Reaver is, quite simply, the single most dangerous ground unit
in the Protoss arsenal. It may not look like much, but this slow-moving
machine is remarkably potent.
Maintaining a Reaver’s supply of Scarabs is a task not unlike babysit-ting
a spoiled child (yet far more expensive). The nuisance of microman-agement
is a price you will be prepared to pay, however, after witnessing
the fury of the Reaver in combat. A Reaver may hold up to five Scarabs.
You may double this capacity by means of an expensive upgrade at your
Robotics Support Facility, but you are not advised to do so unless you
have more resources than you know what to do with—which will not
often be the case.
Reavers will auto-acquire enemy ground targets that approach within
firing range, but will not pursue a target that attempts to flee. Reavers
have a very slow rate of fire and can produce Scarabs as quickly as they
can fire them off. Scarabs may be launched from extreme distances, eas-ily
extending beyond the range of virtually all other units and defensive
structures. Only the Terran Arclite Siege Tank, in its immobile artillery
mode, packs similar reach. Their long range makes Reavers ideal for
swiftly eliminating enemy defensive emplacements.
Scarabs seek out their targets and will maneuver around obstacles to
strike. Though a Reaver cannot attack flying enemies, its Scarabs will
travel up or down ramps to strike targets on higher or lower ground. The
Reaver’s attack inflicts horrific damage to a wide radius and may kill many smaller units in a single shot. You’ll find the Scarab packs a more
than sufficient punch for most any circumstances, but if you use Reavers
extensively, you should invest in the Scarab damage upgrade from the
Robotics Support Facility as soon as possible.
The most vital feature of the Scarab is its uncanny ability to discern
friend from foe. Though a Scarab will devastate several enemies all at
once, it leaves all friendly units in the area of effect unscathed. By all
means, use Reavers in close conjunction with packs of Zealots (though
remember to support them with anti-air defenses as well). The Zealots
will occupy the enemy and soften him up, just as the Reaver fires a Scarab
through their ranks to finish the enemy in one fell swoop.
Reavers work great in pairs (all the more so because two will fit in a Shut-tle),
but you must make certain to alternate their rate of fire. If both Reavers
are ordered to attack simultaneously, you run the risk of their acquiring the
same target and wasting precious ammunition. But if you compensate for
their slow rate of fire by making one attack when the other is preparing its
next shot, you should be able to fend aside enemy forces in droves.
SCOUTT-If nothing else, the Scout demonstrates the Protoss culture’s penchant
for irony. This fast-moving spacecraft’s name is sheer euphemism, for the
Scout’s offensive functions far outweigh its purposes as a mere recon-naissance
gatherer. With its strong shields, armor plating, and full
payload of devastating Anti-matter Missiles, the Scout is virtually
unrivaled in the sky. And while it’s best suited as an air superiority
fighter, the Scout is no pushover against ground-based targets with its
rapid firing Dual Photon Blasters.
The Scout is powerful to be sure, but also very costly and quite slow to
produce. You’ll need plenty of Scouts to wage a full-scale aerial war
against the enemy’s superior numbers, but you can’t produce that
quantity unless you have at least two Stargates producing Scouts
continuously. And you’ll need at least two Nexuses collecting resources to
support a strong enough fleet. Early on, use the Scout as a reconnaissance
craft. Locate mineral patches and Vespene Gas geysers and send rein-forcements
to set up expansion bases there, all the while using the
Scout’s swiftness to oversee the operation. Once you have half a dozen or
more, you’ll be in control of the skies.
Scout performance may be upgraded at the Protoss Fleet Beacon.
Researching Gravitic Thrusters is of greatest importance, if only because
the resulting speed enhancement lets Scouts match speeds with the
deadly Zerg Scourge. Apial Sensors increase Scout sight range and make
them very useful at the front lines of any assault and all the more
effective at reconnaissance. Be certain to upgrade Scout weapons at the
Cybernetics Core whenever you can.
Because they are hardy and effective against flying and ground forces
alike, Scouts suit all kinds of military purposes and are a useful, if
invaluable, addition to any attack force. Build as many as your resources
allow. In great numbers, they can overwhelm any target, including
scattered enemy antiaircraft defenses. Because of their fast velocity,
Scouts can also effectively protect your base, since they can swiftly make
their way to any point should you come under surprise attack. But Scouts are perhaps best suited to certain more devious functions; send packs of
them on hit-and-run missions to damage or destroy key enemy
installations. Rather than stick around and fight, use your Scouts’ speed
to fly back to base and recharge their shields. Repeat as necessary.
Scouts are more powerful than Terran Wraiths or Zerg Mutalisks.
However, the Wraiths’ ability to cloak may prove something of a nuisance.
For this reason, be sure to send a cloak-detecting Observer into battle, lest
your Scouts come under fire with no hope of retaliating. Likewise, beware
of pestering Mutalisks; their small, fleshy carapaces are highly resistant
to Scout Anti-matter Missiles. The greatest threat to Scouts is the Zerg
Queen’s Ensare ability, followed up by swarms of Scourge who will quickly
eliminate all your expensive fighters. Make certain to eliminate Zerg
Queens with extreme prejudice whenever you see them.
Ultimately, the Scout is something of a paradox—its power is at once
its greatest strength and its greatest shortcoming. If you reveal an
intention to your enemy early on that you will deploy great fleets of
Scouts against him, be certain he will prepare anti-aircraft defenses
accordingly and bring your expensive fleet down. You may feel tempted
to use Scouts alone, but understand that like all other military units, they
are most effective alongside other military forces. They are far too
expensive to be expendable, so make sure they return safely from every
sortie and don’t hesitate to pull them out of battle if they’re in trouble.
SHUTTLE- The Protoss Shuttle is an automated spacecraft designed to ferry troops
from place to place. Fortunately, it is rather inexpensive to produce and is
sufficiently well protected to be suitable for sending reinforcements into
dangerous areas.
Unfortunately, it is slow and defenseless, and its cargo space is very
limited. Its sluggishness may be resolved by researching the Gravitic Drive
at your Robotics Support Facility. With this upgrade, the Shuttle becomes
the single fastest transport involved in the conflict, easily outmaneuver-ing
both the Terran Dropship and the Zerg Overlord and matching speeds
with the dangerous Zerg Scourge. Nevertheless, even with upgraded
velocity, Shuttles hardly stand a chance should they come under concen-trated
enemy fire. For this reason, you’d be wise to deploy them with
Scout escort or make sure the coast is clear beforehand with an Observer.
A Shuttle has a capacity of eight slots for transporting ground units.
Probes use one slot, Zealots use two, High Templars use two, Dragoons
use four, Reavers use four, and Archons use four.
Shuttles are invaluable for transporting Probes to the far reaches of
the battlefield to set up expansion bases. In most cases, they are also the
only reasonable means of transporting the terribly sluggish Reavers into
battle. Finally, keep in mind that units are unloaded from Shuttles one at
a time, not all at once, before you fly them into the heart of your enemy’s
base and hope to deploy the strike force instantaneously.
TEMPLAR-
ZEALOT-Arrogant, fearless, loyal, vicious, and deadly—all these words describe the
Protoss Zealots, the young psychic warriors who stand tall and proud as
the Protoss first line of defense. Zealots can easily slay most any enemy in
single battle with their wrist-mounted Psi Blades. Moving them adjacent
to that enemy may prove a problem, however, for the Zealots cannot
attack from long range. For this reason, they are defenseless against flying
units and must be supported by Scouts or Dragoons to be most effective.
The power of the Zealot is appropriately costly—each such warrior costs
fully twice as much as the basic Terran or Zerg infantry and takes consid-erably
longer to train. Producing several Zealots as quickly as possible must therefore be a priority for any Protoss commander. Zealots remain useful
all throughout a battle, even when more expensive forces become avail-able
and should compose the brunt of all your military efforts.
Zealots are susceptible to hit-and-run tactics because of their limited
range and fairly slow speed. Tilt the odds in your favor by upgrading them
with Leg Enhancements from the Citadel of Adun, which makes them
frightfully fast moving. And make certain to constantly improve their
weapons by upgrading correspondingly at the Forge, and only pursue
armor and shield upgrades afterward.
Zealots are fairly large and cannot fit through small spaces as easily as
Terran Marines or Zerg Zerglings, so make sure to leave them room to
maneuver around and defend your base. Support them with Shield Bat-teries
and the occasional Photon Cannon.
In spite of their power, Zealots are often used inefficiently. An inept
Protoss commander’s instinct tells him to order all Zealots in a large
group to attack one target at a time. However, since Zealots must be adja-cent
to the enemy to strike, many will be trapped behind their brethren,
unable to engage in combat. For this reason, the wise commander knows
to issue Zealots a general attack command and let instinct and training
take over from there. Accomplish this by selecting your Zealots, choosing
the Attack command by pressing A, and left-clicking an area behind your
targets. The Zealots will then rush forward and attack the closest avail-able
enemy, spreading themselves out as appropriate.
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