You think as I do, Executer! High Templar Pippin ready!


We are vigulent! Arbitor Pilot Neon-Chocolate on call!

Entaro Adun, Executer, it is good to see you! We have heard much of you. We have been dispatched by the Conclave to find and instruct you on the Protoss war efforts, to give you a feel for our fighting style. As you have just been appointed, we will give you a full tour of the troups. We will start with basic stategy, as well as screen-shots, and a unit list, we hope that we can bring you up to speed as fast as possible, so that you are ready for our stand against the Zerg!



Protoss are certainally the most challenging species in many respects. Although they hit hard and and generally level any base they attack, they are pretty hard to get going fast. If you were playing team melee then I would go for one Protoss because their psionic fields don't get in the way like the zerg creep does, and with terrans as allies they can kick anyone. They can usually take out allmost anything with a team of dragoons and zealots whithin the first 15 minuites or so but if you aren't playing a rush, they can give way to some cool strategies just like the other species.

If You have gotten up to Reavers then a good idea is to get two or three reavers whith a team of dragoons and park just outside your enemies defensive range and take them out whith Reavers, and with the Dragoons to drill into air attacks the opposition might send on your Reavers, this is a very good strategy. An improvement on this strategy is to use instead of the Dragoons, Arbiters and A bunch of Scouts and perhaps a Carrier too, this works well because after the opponent notices you it takes him a while to find the arbiter and then when he sends something at it gets nailed by the Scouth and the Reavers.

Protoss are mainly a brute force rather than a tactical team but that doesn't mean they are simple to use. For instance when using Dragoons and Zealots if you send in the Dragoons in first and then the Zealots so that they get there at roughly the same time (if you are using speeded up Zealots) then you will come off with less units than you could, however if you send in the Dragoons in just behind the Zealots, and here it is good to have a few more Zealots Than Dragoons, the zealots will keep most of the oppositions' forces away from the more powerfull dragoons which can then lay into everything. Another point that people seem to miss is that Carriers are not very good frontal attack units because they are easily killed and only one does not do that much damage even if it has max interceptors with max upgrades. The more intelligent thing to do is to have one or two Carriers with a lot of Scouts and Reavers so that while the Interceptors distract the enemy they also almost hide the other units from site in the chaos they create and gives way to the others getting on with more economical and deadly force.

Any questions? Do you totally disagree with everything above? Tell us!!

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