The Protoss army returns in StarCraft II with a vengeance.
Wielding the same familiar weapons of war as before with new faces and
a handful of entirely new units, previous Protoss lovers will feel
right at home with the warriors of Aiur in the sequel. The
Protoss army in general still fields incredibly tough units, at a price
premium, and has incredibly powerful abilities and casters in the right
hands. The wrong hands will cause more harm to your own army
than to your opponent's! Easy to learn, yet difficult to
master, we cover the ins and outs of the Protoss Gateway army with this
quick primer!
The Gateway Units - Everything you need to win.
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The Protoss gateway army is a
mix of potent casters and brute force that tends to cut Marines in half.
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Zealots -
The tough warriors return to make your enemy's lives hell
early on and provide a deceptively strong front line in all stages of
the game. Zealots still weigh in as the strongest and
toughest base units around, and still command a high price of 100
minerals each. You get what you pay for though, and Zealots
are one of the highest sources of pure damage in the Protoss ground
army. The downside is they need to be in constant melee
contact with the enemy for this advantage to really be felt.
Smart players will use your lack of speed against you and kite you
around, making your Zealots seem worthless. This is where the
new Charge ability comes into play. Not only does it raise
the base movement speed a fair notch, it also gives them a burst of
speed to blitz the first target in range every so often. This
upgrade is basically necessary to keep using Zealots after the early
game, and though it weighs in at a hefty 200 minerals and 200 gas,
enables Zealots to slice and dice opponents with relative ease.
Stalkers -
The Dragoons of the previous game are no more, and in its
place the Stalker rises up. Stalkers are ranged combat units
that function much like a Dragoon, but with a much lower base damage
and a slight bonus against Armored forces. They are the basic
unit you go to for fighting air units, and due to having fairly good
speed and range, make for excellent troops to work en masse with and
micro extensively to defeat superior numbers with. The Blink
ability is used for exploiting that advantage further, and enables a
short range teleport for all Stalkers with a fairly short
cooldown. A good blink can catch raiding air forces off guard
and net you a quick kill or two, and you can use the ability to great
effect raiding yourself! Be careful though, as being Armored
targets a lot of units excel at killing these, and these lack
sufficient punch to kill most armies alone, even with upgrades and
micromanagement.
Sentries -
A new unit from the ground up, the Sentry is a target no
more durable than a High Templar. However, the Sentry excels
at defensive operations rather than offensive. It is also the
only caster-type unit that also has an attack, and this attack can also
hit air! Do not underestimate the Sentry attack, it seems
like a little boring laser, but it does damage remarkably fast for a
support unit. As is the case with most support units though,
it's quite expensive at 50 minerals and 100 gas each. You
only need a Cybernetics Core to enable these and Stalkers.
* Force Field is a relatively cheap
ability that tosses down an impassible blockade to land
units. If any units are there, they are pushed
aside. This ability is absolutely amazing when employed well
and enables you to defend chokepoints with ease, split up opposing
armies and conquer them one part at a time, and set up defensive
screens to protect your army from the inevitable mass
Zerglings. The more their units have to run around, the more
damage your ranged units can dish out!
* Guardian Shield is an interesting
ability that creates an aura around the Sentry. All ranged
damage dealt to friendly units is reduced by 2. This can
backfire if you're not careful and basically paint a HIT ME
target on your Sentry, disabling the aura instantly on death.
Control them carefully when using this ability. It's a great
counter to Terran Infantry!
* Hallucination returns to this
unit. You can now create clones of any unit, even ones you
haven't even built yet. This can enable some crazy tactics,
such as creating Void Rays early on to fool your opponent into thinking
you're going fast air. These units do no damage, but can
still take damage for your army. Use them!
Dark Templar
- A shadow passes by the opponent's forces as they march
to your base. It reaches the workers and begins a dance that
is impossible to describe, but beautiful to watch. Worker
assassination is the specialty of the Dark Templar. These
units are highly expensive, and now require their own technology
building that takes over a minute to create and 250 gas.
Production of Dark Templar from there is 125 minerals and 125 gas for
each one, and note that these units don't even come close to the
survivability of a Zealot or Stalker under fire. Use them
sparingly and wisely and you'll see great results. Note that
after the SCVs lost their max HPs, Dark Templar now kill those in one
hit as well. Slice and dice!
High Templar
- A unit that needs no introduction, the High Templar is
one of the most threatening units in the game as long as it has
Energy. The Psionic Storm can still be called down onto
opponents, albeit with less damage and a smaller radius than
before. Nevertheless, good aiming of this ability wins the
game almost instantly. It takes a lot to get to these units
though, as much like Dark Templar they have their own expensive
building and even then Psionic Storm must be researched before it can
be used to turn the tide. On top of this, High Templar are
still 50 minerals and a whopping 150 gas to produce, and are frail at
only 40 shields and 40 hp. Before Psi Storm is researched,
you can use the Feedback ability from the Dark Archons to get some use
out of the pre-Storm High Templar. This ability destroys all
energy on a target and converts each point to damage to that
target. This will outright kill any high energy caster, and
cripple big units like Thors if they are sitting on too much
energy. Guard and use High Templar well, and you'll
win. Fail, and you wasted tons of resources that will
probably cost you the game.
Archons -
The mighty Archon still has power overwhelming, but now
shares its High Templar roots with the Dark Templar, and 2 of either
can now form an Archon. Archons are no longer instantly
destroyed by an EMP from the Terran Ghost, now that EMP only destroys
100 shields. They do heavy damage with very slight splash,
and have a bonus against all organic units, which basically means the
entire Zerg race. Unfortunately the great reduction in splash
damage has destroyed their usefulness in fighting off droves of
Zerglings and Mutalisks, and these have very little time to attack
against any smart Terran player. You'll rarely see Archons
except in the most extreme of High Templar play where Archons are
formed in the heat of battle once High Templar are out of energy.
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