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Scroll Down to View Strat |
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Power Dragoons: Rock Solid, Clunky and Dependable |
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The Power Goon Build for Version 1.04 and Brood War by Zileas&Blacklizard, masters of new school protoss |
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This order is pretty much the generic build for destroying another protoss on a medium or small land map. On larger maps, it may be advantageous to try a double nexus, but even on them this build is somewhat reliable even then as you may be able to onslaught them hard enough early on to come out ahead. |
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The build gives you a powerful offense, defense against any attack, especially some early cheese builds AND a powerful reaver rush, and gives you options to protect against dark templars. Overall, its pretty much the best build you can play against another protoss on mid or small land. |
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It is very important that you build technology structures on time in this build. If you do not, you could be in big trouble -- Being behind on a reaver can be your death easily. Similarly, that first zealot is kind of important to. You should be familiar with the peon/zealot defense just in case you are VERY early rushed with a proximal gate. Chances are, you wont need to do this at all, but its handy to have just in case you get hit right before your first goons come out. |
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Keep in mind this build is optimized for moderate starting mineral maps. Larger starting mineral ammounts, like those found on the hunters, favor a third gateway. |
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The Build Order: |
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Note: Produce probes in the gaps here, and make sure you dont OVERproduce probes as you WILL NOT be maynard transfering with this build at all. There is no reason to overproduce probes in this build, and doing so will put you at a slight disadvantage, and is not recommended. |
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1) Pylon-8 |
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Other options: |
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After this, consider going templar archives for two reasons. 1) Make dtemps available, and make them worry about these, and even use them against them. 2) get higher level weapons upgrades. Shield batteries may be useful at times. It's also sometimes a cute thing to make a "firebase" with a pylon and a shield battery. A second robotics facility for extra reavers is sometimes useful as well. |
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Other things to keep in mind: |
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DO NOT build armor and shield upgrades until after youve expanded (if you expand). Generally you should not expand until youve had a decisive victory in the field (i.e. your 500-600 minerals ahead in forces) |
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The High ground is your friend. |
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Zealots mixed in with goons, when in front (in small numbers) are advantageous. |
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Dragoons when used to hit & run will decimate zealots. If your opponent goes all zealots, you will want a few of your own though, so that you can do a delaying action and butcher their zealots with your dragoons. Remember to use good fire control. |