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Protoss Strategy

Protoss Strategy

The Protoss are the best defensive clan in StarCraft. Their deadly proton cannons coupled with shield generators are nearly invinisble to attack, especially air assaults. Their ships also profit from the shields and a scout or two teamed with a carrier and several shield generators are extremely lethal if not invinisble. Protoss is powerful on the offense as well, sporting quality troops. Choosing the Protoss is a quality over quanity decision while choosing Zerg is the exact opposite. Beginners should begin with Terran as they are the easiest to learn, especially with no building restrictions. Another Protoss advantage is that when building, their probes are not required to continue building construction and can return to their gathering. This allows the Protoss to construct buildings quick and still gather resources. If Protoss have a weakness, it would be that they must construct pylons to support their units, but more importantly, to build buildings. Overall, Protoss is my favorite clan in StarCraft.

* Arbiter: This unit is one of the Protoss' most valuable units. Able to cloak entire fleets, it is superb for sneaking large forces through enemies lines before wreaking havoc. It is the ultimate response to the dreaded Terran Wraith fighter and with special commands such as recall and the stasis field, Arbiters are truly lethal indeed. Arbiters are best used with decoys to disguise the real Arbiter. If you have a huge fleet with only one Arbiter and that Arbiter is destroyed, your entire fleet will likely perish. Even more of a threat are the Terran Ghosts who will use the notorious lockdown against the Arbiters, then trash your fleet.

Archon: Perhaps the most powerful ground unit in StarCraft, Archons are a good example of the Protoss' power. If a dropship can be sneaked into enemy territory, loaded with Archons, the enemy will take heavy casualties. Archons need supprot, such as scouts, but both scouts and archons have a high price.

Carriers: The Carriers are a vital addition to the Protoss air squadron but are effective only in numbers of five or more. (Don't forget the interceptor capacity upgrades!) Carriers will fail miserably against Terran Battlecruisers, especially if the Terrans have researched the dreaded Yamato Gun. A fleet of Carriers usually won't get the job done alone so several Scouts and a couple Arbiters is the recommened escort.

Dragoon: These multi-legged menaces are sort of a mixed unit. Their attack strength is nothing to laugh at but it's not super powerful either. They are powerful in large numbers as air defense and with upgrades, become more deadly. Early in the game, however, the choice is simple: Zealots over Dragoons.

High Templar: The Protoss High Templars represent the spell casting units of the Protoss clan. They have a weak attack and are fairly slow but with abilities like they have, who cares? Hallucenation is a great spell for fooling enemies but it works best to draw anti-air fire so the real threat can sneak in uncontested. Other abilities include an area damage spell which is definetly worth the cost and a High Templar cloaked by an Arbiter create a lethal duo.

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