First you MUST scout the enemy base/expansion with an observer to determine where to execute the drop. Make sure there aren't too many air units around where you are going to do the drop.
You place one arbiter (# assigned) in your base and fly the other to whereever you are going to warp in your reavers. Making sure you aren't in the range of a detector, recall the group of reavers and the templar, and they'll start shooting immediately.
If you are attacking a terran base with bunkers and tanks defending, the first three scarabs will destroy the closest bunker and the last one will kill all the marines/bats inside, and so on. Siege Tanks won't shoot your reavers since they're all cloaked (again make sure you aren't in the sight range of a turret).
Attacking a Zerg base with this strat is very effective especially with any kind of ground unit defending. If you see any mutas coming, psi-storm them as much as you can. Guardians shouldn't start firing at you since you've scouted the area making sure they aren't around, you are cloaked, and as you know Guardians are SLOW.
This doesn't work as great against protoss since they have psi-storms that damages you even though the enemy can't see you, they can stasis you and they have observers. A few zealots can mess you up.
Be sure to statis any incoming air units no matter what race you're attacking.
Now when the terran opponent brings a Science vessel or comsats the area, or the zerg opponent brings guardians w/ overlords, its time to leave. Press the # you've assigned to the arbiter waiting in your base, hit 'R', and recall back all your units.
This strat is useful for breaking down the enemy's defense before commencing an attack, but always make sure you recall your units back before they die.
Critters
Recently i was experimenting with protoss units and found a very handy trick. Using the templars hallucination, u can hallucinate critters. This is handy for scouting around in the enemies base. But be carefull, you gotta ake it move around like a normal critter. ie Walk back and forth, this way and that.
Another good use for hallucination is to use it on Archons. They have very high hit points and opponents crap 'em selves when a bunch of these come. This will give you enough time to scout out their base.
Hope this helps a few of you. So remember it isnt just fun to kill critters, it also kills scouts.
Stasis
One of the best ways to use stasis is to use it on your own units. When one of your own units is locked-down hit it with a stasis field. The stasis field lasts longer than the lock-down and it will protect your unit from taking any damage. Also if your being nuked and you not able to move your units out in time stasis them and they𠑥l come out of it fine.
Carriers & Arbiters
Get a victory fleet of 12 carriers and 3 arbiters. Yes it is costly but it is well worth it! send in your carriers to a base (try to look for an unprotected spot in a base. While your carriers are attacking and you see that your enemy is coming to kill the carriers get your arbiters to use stasis field on the carriers. The interceptors still fly around and cause trouble, while your carriers cant be hurt! The bad part about this tactic is that your carriers cant move or rebuild interceptors. But if u have 12 carriers i doubt that u would lose much.
Recall
I have been experimenting the use of recall for a very long time as it is my favorite spell and for this startegy alone I am going to tell you is why I use protoss. 1) This strategy will allow you to annihilate a whole base under 1 min from the initial contact. 2) You can't use this on very small map's that are good for rushing and little resources. 3) This is the best way to gain respect from anyone as it can crack any kind of defense NO MATTER WHAT (GUARANTEED). Ok now for the startegy.. you can go in any build order you like as long as you don't go too heavy for zealots like 4 gateways. These are the thing's you need. 1) You need to be able to scout out his forces and see what it consists of also his base so that you can plan your troops accordingly to best counter produce what he has. 2) These are the buildings you need 1-2 gateways, 1-2 Robotics facility these have to churn out templars, reavers and set it into a rally point (Note -this is why you have to know what they have so you can add in forces that will best suit the battle that is about to come and that is all up to you to what to add and take out) 3) To attack them get your templars and hallucinate your arbiter or arbiters 2maximum, and send them directly to the heart of his main base... alway's make sure to have some fake's leading the way. Then
when your abiters are directly above the point or at least in his base recall your troops in the best mix is to have 1 observer, a TON of reavers, a TON of archons and 1 templar... This is the most efficient combination I have
and will surely devastate their PRIDE..
Templars
Many people say that Reavers are the most overlooked protoss unit, but I think that there is another powerful unit that is overlooked more often than the reaver. The Templar.
All too many times, I have been playing zerg against protoss. I will usually get a big horde of either Mutalisks, Guardians, and Scourge, or Hydralisks, Zerglings, and Ultralisks. Then, I'll scout the protoss player's base, and see that he has templar. Now, those Templar (Using Psi Storm) could easily kill a LOT of my attack force. But what does the protoss player do? Merge the Templar into an Archon. Now, that archon doesn't stand much chance against my units, while the Psi Storm would have at least killed a bunch of them before the Templar died.
My point? Don't just use Templar for merging into Archons, their spells can sometimes be much better.
Carriers
When attacking with carriers make sure that you never attack a specific structure unless it is a tower or the such. By moving in carriers their interceptors will attack all enemy forces and kill annoying ghosts that you don't see until too late. Also pu
t in a few observers to spot cloaked units and prevent your fleet from going down to a few wraiths.
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