Resumen: haz esto
- One gateway, core, second gateway; dragoons with range by 3:30 hold the ramp against anything.
- Robotics facility by 4:30: an observer against dark templar, a reaver for the first fight.
- Nexus at the natural around 5:30 behind dragoons and the reaver; a shield battery at the ramp helps.
- Three or four gateways on two bases; ground weapons +1 from a forge by 7:00.
- Citadel for zealot speed and templar archives later; storms decide big dragoon fights.
- Third nexus around 9:00 behind a reaver and a shield battery; arbiters or carriers only in long games.
- Scout with the probe at 2:00 and again at 4:00: a second gateway, a citadel or a robotics facility each change one thing.
- Never fight up a ramp; hold yours, attack theirs only with a reaver and a numbers edge.
Por qué funciona
Both players have the same units, so the game is decided by the first two choices: how many gateways before the core, and robotics or templar archives after it. Dragoons with range hold everything early; dark templar win instantly against a player with no observer; a reaver behind dragoons wins the mid-game fight. Play safe against the coin flips, then out-produce.
La construcción
-
Suministro8
Tiempo0:55
Pylon
Never blocked at 8.
-
Suministro10
Tiempo1:25
Gateway
The first zealot if the scout sees two gateways.
-
Suministro12
Tiempo1:50
Assimilator
Core gas.
-
Suministro14
Tiempo2:25
Cybernetics Core
Dragoons; range as soon as it finishes.
-
Suministro16
Tiempo3:00
Second Gateway, Dragoon
Two gateways of dragoons hold the ramp.
-
Suministro19
Tiempo3:20
Singularity Charge
Range wins dragoon versus dragoon.
-
Suministro24
Tiempo4:30
Robotics Facility
Observer against dark templar; reaver for the fight.
-
Suministro28
Tiempo5:10
Observatory, Robotics Support Bay
The observer first, then the reaver.
-
Suministro32
Tiempo5:40
Nexus at the natural, Shield Battery
Expand behind dragoons, a reaver and a battery.
-
Suministro38
Tiempo6:30
Third Gateway, Forge
Ground weapons +1 by 8:30.
-
Suministro48
Tiempo7:30
Fourth Gateway, Citadel of Adun
Zealot speed makes zealots part of the fight again.
-
Suministro60
Tiempo9:00
Third Nexus, Templar Archives
Storms for the late dragoon wars.
Investigación, en este orden
Singularity Charge en Cybernetics CoreThe first research of the game; range wins every dragoon fight.
Scarab Damage en Robotics Support BayA reaver that kills dragoons in two scarabs.
Ground Weapons +1 en ForgeDragoon fights are decided by upgrades once numbers are even.
Leg Enhancements en Citadel of AdunSpeed zealots close on dragoons and reavers.
Gravitic Boosters en ObservatoryObservers keep up and survive.
Psionic Storm en Templar ArchivesStorms on a dragoon ball end the fight.
El ejército, fase a fase
- Opening
DragoonFour to six dragoons with range at the ramp.
- Robotics
Dragoon
Observer
ReaverThe observer with the army; the reaver behind the dragoons.
- Two bases
Dragoon
Zealot
Reaver
ObserverSpeed zealots in front once leg enhancements finish.
- Late game
Dragoon
Zealot
High Templar
ReaverStorms and archons; carriers on wide maps in very long games.
Si exploras y ves…
Two gateways before a core, zealots at 2:30
Cuándo The probe scout
Haz One zealot, then dragoons; probes on the ramp; core on time.
Por qué Zealot pressure fails against a held ramp and leaves them without dragoons.
A citadel of Adun before a robotics facility
Cuándo 4:00 to 5:00
Haz Observer first from the robotics facility, a cannon at the ramp and one at the mineral line.
Por qué Dark templar at 6:00 end the game without detection; with it they are two dead units.
A robotics facility before yours
Cuándo 4:00 to 5:00
Haz Your robotics on time, dragoons spread, a shield battery; do not attack into their reaver.
Por qué The first reaver wins the first fight for whoever has it; hold until yours exists.
A fast nexus
Cuándo 4:00 to 5:00
Haz Attack with six dragoons and a reaver before their gateways catch up, or expand at once.
Por qué A fast expansion has few units at 6:00; a reaver push punishes it.
A stargate
Cuándo 6:00 onward
Haz Dragoons in numbers, a cannon at each mineral line, keep the observer alive.
Por qué Corsair-reaver or carriers lose to massed dragoons that see the shuttle.
Contramedidas
| Ellos tienen | Respondes con |
|---|---|
| Range, upgrades, a reaver, storms Even dragoons trade; range and a reaver tip it. | |
| Dragoons kiting up a ramp, a reaver Zealots cannot reach dragoons that retreat. | |
| Observers, cannons Detection turns them into slow zealots. | |
| Dragoons on the shuttle, spread units, your own reaver A reaver without its shuttle is stranded; spread units waste scarabs. | |
| Spread dragoons, zealots on the templar Storm needs a clump. | |
| Dragoons in numbers Massed dragoons with upgrades kill carriers faster than they build. |
Los errores que pierden este emparejamiento
- No observer
La señal A base dead to two dark templar at 6:00.
La solución Robotics facility at 4:30, observatory next, an observer by 6:00 every game.
- Fighting up a ramp
La señal Dragoons lost with nothing killed.
La solución Hold yours; attack theirs with a reaver and more dragoons.
- Late range
La señal Losing even dragoon fights.
La solución Singularity charge the moment the core finishes.
- Expanding with no reaver
La señal A natural lost to six dragoons.
La solución Nexus behind the first reaver and a shield battery.
Por nivel
Principiante
Gateway, core, second gateway, dragoons with range. Robotics facility, observer, reaver. Then expand and keep every gateway producing. Hold your ramp; do not attack up theirs.
Aprendiz
The build within thirty seconds; scout at 2:00 and 4:00 and pick from the forks; a reaver by 6:30 with scarab damage; +1 weapons by 8:30; a third base at 9:00 behind a battery.
Competidor
Dragoon micro on ramps, reaver-shuttle control, observer positioning against dark templar and against their observer, storm timing in dragoon wars, and the decision to go templar or carriers from the map and the opponent's gas.