Air Units:

Once you build the advanced structures: the Stargate, Fleet Beacon, and Arbiter Tribunal, you can take advantage of the Protoss air units. They are quite advanced, and once the various upgrades and abilities are mastered, you will become a more effective player. Shown to the left, are two Carriers [above Stargate], two Scouts [below Stargate to left], four Corsairs *new* [below Stargate to right], and two Arbiters [below Arbiter Tribunal]. Here is a basic overview of each unit:

Scout - costly, yet speedy air unit. Can get from one side of map to other pretty fast. Unfortunately, without upgrades, will be destroyed before any real damage can be implemented. One good thing: it can shoot land and air units. Comparable to Terran Wraith. (Just as useless!) Cost way more than the...

Corsair - [New to BROOD WAR], this unit can only zap air units with it's Neutron Flare, but has a powerful Disruption Web [upgrade] that disables defensive structures or units from attacking. It's perfect for entering a base! Send these in first, using Disruption Webs on as many Missle Turrets / Spore Colonies / Photon Cannons as possible. Then, send in your troops that you did not want to be destroyed by them! Everything else should fall into place.

Carrier - This is another micro management unit. Like the Reaver, you must build your offensive units before you attack. The Carrier manufactures Interceptors that fly around like a swarm, shooting at land or ground units with potent plasma charges. With the upgrade, you can build up to 8 Interceptors per Carrier. Like all other units [and attacks], large numbers of this unit makes a more effective attack.

Arbiter - One of the coolest units, it is achored firmly in space and time, which allows the Arbiter to generate a reality-warping field, which conceals (cloaks) all friendly units within range. Besides it's basic unit-cloaking ability, it has the following other abilities:

Recall - with this upgrade, the Arbiter can create a swirling vortex that transports units to wherever the Arbiter is located.

Stasis Field - Once this ability is researched, the Stasis Field creates an icy, crystalized pocket of space and time. Units caught within the field are beyond reach (until the field wears off), and are immune to damage, or escape. Be careful! Your own units can easily get caught in this field.

Energy Upgrade - Like most advanced units, the Arbiter requires an energy charge for every special action performed. The icon to the far right extends the maximum energy charge.

Shown to right: the Fleet Beacon, and it's many upgrade functions, such as: faster Scout movement, and more importantly, the Corsair Disruption Web, and energy upgrade [bottom row].

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