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Don't Make Me Break a Scarab Off in Yo' Ass! |
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by Zileas, The Funky Master of Protoss Air |
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Defeating another Protoss is essentialy a test of reaver control. You should understand the fundamentals of this before even trying to take on an adept protoss. I've posted the particulars here |
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Although a more powerful strategy does exist, its extremely hard to use and will get even a very fast clicker killed if any error is made. For this reason I'm posting my dragoon/reaver drop build, and some details beyond that. |
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The Basic Build Order |
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Note: This is for Islands. However it also works on land. On land simply make 2 zealots along the way, slowing down your cyber core a tad and maybe your robo facility a short while, and simply defend with probes and zealots. If you send all probes and zealots running at THEIR zealot rush, and keep your zealots from attacking/taking damage too much, youll will annihilate them due to AI bugs (their zealots will try to chase your zealots but will be taking damage from probes). If you find this difficult, also consider mixing in a few cannons against a hard zealot rusher. Cannons in your peon line being defended by probes and a zealot work nicely. |
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Always Build probes up till 17/17 control. Then make sure you continue to build probes but never so much that you will delay a combat unit due to pylon supply issues. |
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Taking the Fight to the Enemy |
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As soon as you get your shuttle, you should scout out a starting location (if its air). If its land, you shouldve already scouted them out. Just scout a location with the shuttle, then bring it back. It should be back JUST in time to pick up your reaver. At this point, you want to continue pumping units (i suggest a second shuttle BEFORE a second reaver because you could pick up probes in that shuttle if you got reaver dropped and didnt have time to respond fast enough. Anyhow though, take the shuttle to their base, and try to use reaver control techniques to destroy their anti air units, then their probes. Repeat as necessary. If you get the upper hand consider expanding or building some cannons and templars, in addition to continuing to hit them. Scouts can help out too. but for the most part, just drop like mad. This should decide the game within 10 minutes. |
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Contegencies: Known counters |
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1)Agent911's Deadly counter: I finally posted this. If your opponent plays this make sure you hit their probes FAST AND HARD. If you dont, you will die, and even if you do, you migh still die. This counter build is just that -- A counter. |
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Eventually if you have cash you should expand, but usually the game is decided long before because you either crush them, get crushed or are in a situation where no one can afford to divert the 600+ minerals necessary to get a decent expansion going...Its important that you think about this strat in terms of minerals/gas killed and minerals/gas lost. As long as you are coming out a bit ahead in battles, you will win, since all other things are equal. IF you feel that you can defend your main, i suggest getting a few cannons and templars but dont do many cannons and guard your templars viciously. I also cannot say just how valuable the shuttle speed upgrade is.. This slight resource diversion is almost always worth it. GET IT ASAP. PARTICULARLY AGAINST A HARD DRAGOON PLAYER. |
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Defending your Base |
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When defending your base be extremely aggresive and have a reaver shuttle handy. Massive dragoons back home will counter just about anything, and if you mix in some of your reavers, youll have no problem at all.. Just make sure you maintain a dragoon. |