The Protoss Conclave - Units and Stuctures

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Go to GameSpot's Guide to Broodwar

Scout

 
Strengths:
Hardy; fast; powerful air-to-air attack
Weaknesses:
Very expensive; vulnerable to area effect spells
If nothing else, the Scout demonstrates the Protoss culture's penchant for irony. This fast-moving spacecraft's name is sheer euphemism, for the Scout's offensive functions far outweigh its purposes as a mere reconnaissance gatherer. With its strong shields, armor plating, and full payload of devastating Anti-matter Missiles, the Scout is virtually unrivaled in the sky. And while it's best suited as an air superiority fighter, the Scout is no pushover against ground-based targets with its rapid firing Dual Photon Blasters.

Hit/Shield Points/Size
90/130/large
Time to Build
80
Cost (minerals/Vespene Gas/PSI)
300/150/3
Weapon/Strength  Anti-matter Missiles 24, +2 per upgrade
  Dual Photon Blasters 8, +1 per upgrade
Armor/Strength  Protoss Armor 1, +1 per upgrade
  Plasma Shields 0, +1 per upgrade

 
The Scout is powerful to be sure, but also very costly and quite slow to produce. You'll need plenty of Scouts to wage a full-scale aerial war against the enemy's superior numbers, but you can't produce that quantity unless you have at least two Stargates producing Scouts continuously. And you'll need at least two Nexuses collecting resources to support a strong enough fleet. Early on, use the Scout as a reconnaissance craft. Locate mineral patches and Vespene Gas geysers and send reinforcements to set up expansion bases there, all the while using the Scout's swiftness to oversee the operation. Once you have half a dozen or more, you'll be in control of the skies.

Scout performance may be upgraded at the Protoss Fleet Beacon. Researching Gravitic Thrusters is of greatest importance, if only because the resulting speed enhancement lets Scouts match speeds with the deadly Zerg Scourge. Apial Sensors increase Scout sight range and make them very useful at the front lines of any assault and all the more effective at reconnaissance. Be certain to upgrade Scout weapons at the Cybernetics Core whenever you can.

Because they are hardy and effective against flying and ground forces alike, Scouts suit all kinds of military purposes and are a useful, if invaluable, addition to any attack force. Build as many as your resources allow. In great numbers, they can overwhelm any target, including scattered enemy antiaircraft defenses. Because of their fast velocity, Scouts can also effectively protect your base, since they can swiftly make their way to any point should you come under surprise attack. But Scouts are perhaps best suited to certain more devious functions; send packs of them on hit-and-run missions to damage or destroy key enemy installations. Rather than stick around and fight, use your Scouts' speed to fly back to base and recharge their shields. Repeat as necessary.

Scouts are more powerful than Terran Wraiths or Zerg Mutalisks. However, the Wraiths' ability to cloak may prove something of a nuisance. For this reason, be sure to send a cloak-detecting Observer into battle, lest your Scouts come under fire with no hope of retaliating. Likewise, beware of pestering Mutalisks; their small, fleshy carapaces are highly resistant to Scout Anti-matter Missiles. The greatest threat to Scouts is the Zerg Queen's Ensare ability, followed up by swarms of Scourge who will quickly eliminate all your expensive fighters. Make certain to eliminate Zerg Queens with extreme prejudice whenever you see them.

Ultimately, the Scout is something of a paradox - its power is at once its greatest strength and its greatest shortcoming. If you reveal an intention to your enemy early on that you will deploy great fleets of Scouts against him, be certain he will prepare anti-aircraft defenses accordingly and bring your expensive fleet down. You may feel tempted to use Scouts alone, but understand that like all other military units, they are most effective alongside other military forces. They are far too expensive to be expendable, so make sure they return safely from every sortie and don't hesitate to pull them out of battle if they're in trouble.



Next: Carrier and Interceptor