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Back Home Protoss Zerg ~ZergBuildOrders~

¥Protoss Build Orders Continued¥

Annoyed by those seemingly endless swarms of Zerg air and ground units? It's time to strike back with your units specifically designed to annihilate all of those weak little insects.

Build: The most difficult part of the strategy is surviving long enough to get your ecomony ready to produce large numbers of Reavers and Corsairs. When using this strategy, I usually use the following build order to begin:

To defend, pump out Zealots out of your gateway while building clustered cannons. If your base is on a ledge (i.e. Lost Temple), consider cannoning yourself in with Zealots on the ramp. This will allow you to handle massive amounts of Zerglings, Hydralisks, and Lurkers without much of a problem.

After this is complete:

Corsairs before Reavers because at this point your base will be very vulnerable to air units. Around the time your Cybernetics Core is warping in, try to expand to a location near your base with a Vespene Geyser. Warp in a Pylon and at least 2 Cannons to defend it.

At this time, build as many Robotics Facilities as your resources allow. You should have at least three. Next:

If you anticipate heavy air resistance, build a third Stargate and pump out Scouts and Corsairs. After 12 Reavers, build 3 Observers. You should be able to have all of these units in less than 30 minutes. If your opponent has many Devourers, build a few (2-6) Scouts. Otherwise, just keep with your Corsairs.

At this time, you should have 6-8 Shuttles with 2 Reavers each (12 total) and a large number of Corsairs/Scouts. Load up any remaining Shuttles with the Zealots / Dragoons you have produced. Fly them to the enemy base (don't forget your Observers), DWeb the necessary defenses, and drop the Reavers.

Attacking: The primary goal of your drop will be to take out the tech tree. Hydralisk Dens and Spires should be the first buildings to destroy, but do not sacrifice your Reavers. Make sure that they attack any ground resistance, which they should be able to do with ease. Imagine yourself taking a rocket launcher and unleashing it on some unsuspecting bugs in your basement. No, don't. Really, for your own sake.

Vs Ground: The Reavers should be able to handle anything the Zerg can throw at you. If you find yourself faced with overwhelming Hydralisks, DWeb them to protect your Reavers.

Vs Air: If you are caught by surprise from the air, your forces will be destroyed, but you will still be able to inflict heavy damage. Make sure that your Shuttles leave quickly to prepare for another drop.

While attacking, divert some of your attention to expand again. This will allow to gain an important resource advantage during the aftermath of your assault. Consider building more Zealots and Dragoons and multiple Gateways to outpower the Zerg late in the game. High Templars may also prove to be useful. You should be able to easily dominate the Zerg after this, but be careful to contain them and stop any expansion attempts, which may result in defeat. Very few Zerg players will combine their Air and Ground forces, and you should be able to dominate from the initial drop until "Victory" appears on your screen.

Standard 12-Zealot Rush

The sheer power and effectiveness of a Zealot is very difficult to match.. try 12 of them at a very early stage in the game! This is a standard build order for one of the most deadly Protoss rushes ever conceived.

Build Order:

Let the bloodshed begin...

If Against Terran: Run right by any Bunkers opponent might have unless it is a straight wall in wich case it is time to bust on through. Run right by the Marines and into the SCVs mining and then wreak havok. It is pointless to attack the Command Center becuase a smart opponent will just lift after it takes about 350 damage. Ignore the bullets that basically just bounce off of the Zealots doing literally no damage, there will be time for killing them later. Just finish off the SCVs and then Marines, if opponent lifts, just follow buildings around while you tech up to Dragoons quickly.

If Against Protoss: No matter what just rush in and put all 12 Zealots on the Nexus. Destroying it should be your main focus. It doesn't matter what is attacking you because by the time they kill the Zealots, the Nexus will be long gone. Chances are they won't have enough money for a new Nexus and they'll lose. If they do, this sets them back so much that by the time your second wave comes in, their Nexus will be half complete.

Against Zerg:Perhaps the easiest, just run your Zealots in and let all Hell break loose. Destroy their offensive units and Sunken Colonies (if they have any) first and then go for the buildings and Drones. At that point in the game, nothing short of 5-7 Sunkens can stand a chance against this rush.

©Tranman2001