Recommended Uses
Early offensive strikes, base and base-expansion defense, assaulting enemy supply lines, offensive scouting and patrol.
Further Detail
Although more costly and less durable than their Zealot cousins, Dark Templars represent a very powerful ground attack alternative for the Protoss. They are permanently cloaked, exactly like the Protoss Observer, and thus are invisible to all but a few units and structures. They move slower than Leg Enhanced Zealots, but faster than Zealots prior to the upgrade. Their warp blade attack, although slower than the Zealot's, is many times more powerful. Terran Marines fall to a single strike, while Zerg Hydralisks require just two.
Because of their slow rate of attack, Dark Templars work best in groups. However, large groups of these assassins tend to downplay their subtlety. Pairs or quartets tend to be most effective, able to tear unprepared garrisons and bases to shreds, and can sneak away to safety while the dust settles. Dark Templars work well alone, because their stealth is their greatest asset. If your opponent is very good about covering his base with cloak-detecting units and defensive emplacements, use your other forces to eliminate those targets in particular, at which point Dark Templars should be deployed to help finish the job. Note that because they move quickly, Dark Templars should retreat in the event that they are detected. It's often worth leaving one behind as a diversion, thereby allowing his brethren to escape with their lives and regroup.
Dark Templars are very effective base defenders early in a battle when cloak-detecting units are not common on the field. Ordering pairs of Dark Templars to patrol commonly traveled areas is also an effective tactic, because they might easily catch an enemy convoy unaware. As a rule, you have but one chance to make good use of Dark Templars, because they are ineffective against an opponent prepared to face them. Still, never do Dark Templars become totally obsolete on the battlefield; the option always exists to merge pairs of them into Dark Archons, effective so long as you can manage their powers properly.
|
hit points / shield points (size) |
80 / 40 (small) |
|
build time |
50 |
|
vision |
7 |
|
cost (minerals / vespene gas / psi) |
125 / 100 / 2 |
|
damage (type) / bonus |
40 (normal) / +3 |
|
attack range / cooldown |
1 / 30 |
|
armor / bonus |
1 / +1 |
|
special options |
|
|
dark archon meld |
requires two dark templars |
View the table legend
The Protoss Units, continued
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