StarCraft/Scouting: Difference between revisions

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==Protoss==
==Protoss==


After the Leg Enhancements upgrade from the Citadel of Adun, Zealots become modest scouts, able to chase after Zerglings effectively and able to penetrate deep into the enemy base due to their significant shield and life points.
Of all the units in the game, the Protoss Observer is probably the best scout of them all (see the pattern?). Inexpensive, flying and cloaked, observers allow unparalleled 'observation' of the battlefield.  


With the advent of Hallucination and High Templars, units may be hallucinated and the dittoes may be sent on scouting missions. Hallucinations perform a double task: 1) they distract enemies; and 2) they are a resource-expenditure-free means of scouting the enemy. Hallucinations of the Shuttle or Corsair, the fastest units in the Protoss arsenal and both aerial, may be even more wieldy for scouting purposes.
Use them to infiltrate your opponent's base and keep an eye on his tech and what he is building. Use them to keep track of possible expansions, army movements, and everything else. The only downfall of observers is you often don't have enough of them to scout what you'd like.


Observers are by far the most useful and unexpected scouting unit for any race. Combining speed (through its upgrade), detection, and permanent invisibility for itself, the Observer can detect enemy movements and structure/technology patterns without exposing its presence, which can trick an enemy without detection into a false sense of secrecy and security.
Corsairs are the protoss' second most useful scout, however due to the nature of the game, they are usually only viable on island maps or versus zerg. Once you build your first corsair (assuming a corsair-first build against zerg), send it directly to the zerg's base to discover his tech and harrass his overlords as well.
 
Early in the game, probes are useful scouts for the same reason the SCVs are (and probes are slightly easier to control too).
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