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Power Dragoons: Rock Solid, Clunky and Dependable

The Power Goon Build for Version 1.04 and Brood War by Zileas&Blacklizard, masters of new school protoss

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.

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.

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.

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.

The Build Order:

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.

1) Pylon-8
2) Assimilator-9
3) Gateway-10, take probe and scout
4) 3 Probes on gas, Cybernetics core when gateway is finished
5) Zealot
6) pylon at 17
7) Gateway #2
8) Begin Dragoon production (i.e. produce dragoons constantly, and just build structures at psis provided.  Also produce pylons as needed, but always build production  structures before pylons if they fall on the same psi numbers)
9) Forge- 25
10) Weapons Upgrade- 29
Option 1: If you suspect a dark templar rush, throw up 2 cannons or so such that your buildings are all covered by detectors.  Otherwise, dont build cannons. Also if you suspect a reaver rush, it will be advantageous to spread your dragoons a little bit and have one or two near the mineral fields to make quick reaver strikes ineffective.  If you are slightly worried (but not horribly suspicious) about dtemps here its pretty easy to just throw up one cannon right touching your nexus and this should protect from dtemps doing MAJOR damage.  After that, you can get the observer anyway. Optimally when you place your robo after this, it should be within the detection range of your cannon. Generally, building one cannon is safe, and its not going to hurt you much long term, though I woudlnt recommend two unless you are sure they are detmping.  Usually its pretty safe and a good idea.
11) Robotics Facility-33
12) Range Upgrade for Dragoons 35
13) Shuttle -39
14) Robotics Support Bay - 41
15) Observatory
16) Reaver #1
17) Observer
18) Reaver #2
Once youve done this, you can probabaly press the attack with a dragoon/shuttle/reaver mix (with an observer trailing of course).  You can also continue to build.  It is crucial that you start fanning out observers and determine if they are attempting to expand (which is  consequently something you do with the probe earlier).  If they try to expand, immediately attack the expansion with your dragoons and you should prevail.  When you have reavers, use those as well to attack.  If your opponent is turtling a lot, go ahead and expand in here.

Other options:

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.

Other things to keep in mind:

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)

The High ground is your friend.

Zealots mixed in with goons, when in front (in small numbers) are advantageous.

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.