|
Dark Templar are exceptional units. Not only do they inflict 40 HP of damage per shot, but they're permanently cloaked and available very early on. Dark Templar rushes are extremely effective against a Terran player; if executed quickly, the Terran can be attacked without any detection. Against a Protoss opponent, a Dark Templar rush will work if he has neglected to station a Photon Cannon near his base's entrance. This will often occur if the enemy Protoss has decided to rush another player with Zealots. The Zerg, however, are nearly impossible to rush. Overlords are always stationed around the entrances of Zerg bases, so the only way to execute a Dark Templar attack on the Zerg is if y ou can get the Templar to an area free of defenses. Using a Shuttle to ferry the Templar in the back of a Zerg base is one option. |
|
|
Racing for Dark Templar can also be useful in a defensive situation. No one can attack with detectors during the early game. Overlords are too risky to loose. The Protoss don't even have mobile detectors early on. If a Terran ComSats, then they'll be out of energy, and subject to a counter attack. |
|
|
Order the original four Probes to gather minerals at separate patches. Warp in three more Probes at the Nexus, assigning them to mineral patches as they are produced. With the third Probe (7/9) warp in a Pylon, then order it to gather minerals. Warp in a Probe, setting the Nexus's rally point next to the warping Pylon. As soon as the Pylon is finished, begin a Gateway and send the Probe to gather minerals. Move the Nexus' rally point to the Vespene vent and warp in another Probe (your Psi Meter should read 9/9). Begin an Assimilator as soon as the Probe finishes. Immediately start a tenth Probe, but this time set the Nexus' rally point to the Pylon. The Probe will warp in and move to the Pylon. By the time it gets there, you should have enough minerals for a Cybernetics Core. Assign this Probe to gas (the Assimilator should just have finished) and pull a Probe off minerals for Vespene-gathering too. Warp in another Probe, ordering to gather gas. As soon as this Probe has finished (11/17 on the Psi Meter) warp in a Zealot and use it to scout out the enemy's position. Warp in two more Probes, ordering one to gather gas and one to gather minerals. You should now have four Probes on has and 9 on minerals. About 15 seconds before the 15/17 Probe is completed, the Cybernetics Core will finish. Immediately begin a Citadel of Adun, and when you can afford it another Pylon. When the Pylon is about half-finished, you'll have enough minerals on hand for a second Zealot (bringing the Psi Meter to 17/17 until the Pylon finishes). As soon as you can, create another Probe. When it finishes, the Citadel should just be warping in. You'll have enough Vespene on hand to start the Templar Archives. Warp in a third Zealot, then three more Probes. Use the Probe that began the warp of the Citadel to scout out the location of your opponent. Continue warping Zealots in from your Gateway, but be sure to have only one unit cued up at a time. Remember to make Pylons when the Psi Counter is at least two less than its maximum. Once the Citadel is complete, begin warping in a Templar Archives. At this point, you should have four or five Zealots. Begin a second Gateway and a Forge. The instant the Archives are complete, start a Dark Templar and a second Gateway. When the second Gateway is complete, create a Dark Templar there too. Once the Templar have been warped in, attack! Continue cranking out Dark Templar from your Gateways and sending them to the enemy's base. When making the initial attack, use Move instead of Attack-Move; you don't want your opponent to know he's in trouble until the Dark Templar are in position. Try to rush past the detection and take out the workers. If you see that a Terran has ComSat, take it out immediately! Avoid Missile Turrets and Photon Cannons. Key targets are Engineering Bays, Forges, and Academy's; these structures are the key to detection, and must be destroyed. |
|