__________ .___ \______ \_______ ____ ____ __| _/__ _ _______ _______ | | _/\_ __ \ / _ \ / _ \ / __ | \ \/ \/ /\__ \ \_ __ \ | | \ | | \/( <_> )( <_> )/ /_/ | \ / / __ \_ | | \/ |______ / |__| \____/ \____/ \____ | \/\_/ (____ / |__| \/ \/ \/ by Joseph Christopher version 1.5 Apr. 30, 2000 this faq is copyright 2000-2001 Joseph Christopher NOTE: UNTIL THIS FAQ IS COMPLETED, THOUGH I'D STILL ANSWER ALL MY MAIL, PLEASE REFRAIN FROM ASKING ME ANYTHING AT ALL ABOUT THE GAME SINCE MOST LIKELY I'LL COVER THEM IN MY FAQ ANYWAY. BUT PLEASE, BY ALL MEANS, START SENDING YOUR FAVORITE STARCRAFT (AND BROODWAR) STRATEGIES AT MY EMAIL ADDRESS, NOW!!! ^_^ 2ND NOTE: THIS FAQ WILL BE 95% IDENTICAL TO MY STRACRAFT FAQ AS OF NOW, BUT DON'T WORRY, AFTER I FINISH WITH THE FORMER, I ASSURE YOU THAT ALL SECTIONS WITHIN THIS FAQ WILL HAVE SOMETHING NEW TO THEM, SOME SECTIONS WILL BE ENTIRELY RE-WRITTEN, AND LOTS AND LOTS OF NEW BROODWAR-ONLY STRATEGIES WILL BE ADDED. I didn't believe there will come a time when I'll have to write something like this just to remind some people of what they all should be knowing by heart :( Anyway, here goes... By gaining access to this faq you agree to the following terms: ___________________________________________________________________________________ =================================================================================== || || || 1) I, Joseph Christopher, the author of this faq, is not in any way || || liable for any harm that anybody thinks came from reading this faq. || || Examples of this harm include physical ones, such as getting mauled || || by someone who lost to you via a technique found in this faq, and || || emotional ones, such as experiencing humiliation upon the use or || || most likely misuse of yet another technique found in this faq. || || || || 2) If this faq was accessed from a source other than gamefaqs.com, nine || || out of ten chances are it is not in its latest update. You must || || therefore read the latest version of this faq first at the said web || || site before sending in any comments, suggestions, and/or corrections. || || As for webmasters, web page contibutors, and all similar personnel, || || posting this faq on any other website requires every last sentence, || || phrase, word, and character contained within this file included and || || unaltered. Keeping this faq as updated as it is on gamefaqs.com is || || preferable, though not required. || || || || 3) This faq is not to be profited from---directly, indirectly, or in || || whatever other way possible. By directly I mean earning less than, || || equal to, or greater than a cent's worth in cash, items, or services || || in exchange for part of or all the contents of this faq. On the || || other hand, by indirectly I mean using a part of or all the contents || || of this faq as a convincing factor for the purchase of another product || || thus directly or again indirectly yielding profit. || || || || 4) You will not use even a single phrase, sentence, or concept found || || anywhere in this faq on your own work, even if you expressed it in || || your own words, without at the very least giving me, Joseph Christopher, || || the author of this faq, full credit for it. If you in any way || || incorporated even a very minute part of the strategies found in this || || faq with your own in your work, then you must at the very least give || || me partial credit for it. || || || || 5) Ignorance of the law excuses no one, therefore if ever anything || || unlawful is done to this faq and/or to me, its author, the appropriate || || legal actions will be taken. If at any point you disagree to this || || or any of the above statements, delete this faq immediately and discard || || any help it has done for you. || || || =================================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * This society does not care if you're the dumbest vegetable on earth, if you do something wrong, someone will make you pay the price! ;) * Starcraft has been out for a long time now. But since all that's out are expansions to this great game and since almost everybody already knows how to play against human opponents, I've decided to write this faq which, quite uncommonly, would also be dealing with the game's campaign mode. Of course, I'd still be including all sorts of unit stats and some multiplayer strategies for those who are interested, but I really hope all you beginners out there and especially those who find the game's mission schemes and the stories that come with them highly entertaining would find this faq quite informative. Why read this guide: I. Commands II. Basic Concept III. The Buildings IV. The Units V. The Tech Tree VI. Protoss Campaign Mode \ VII. Terran Campaign Mode \ VIII. Zerg Campaign Mode > all coming very soon =) IX. Epilogue / X. Additional Campaigns / XI. Multiplayer Strategies XII. Rushes XIII. Combos XIV. Teamwork XV. Suggestions XVI. Misc. FAQ XVII. Credits XVIII. Revision History XIX. Final Words XX. Game Alterations \ XXI. Stellar Forces \ XXII. Insurrection > all coming not so very soon =p XXIII. Retribution / XXIV. Gundam Century / %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ___ _____ __ __ __ __ __ _ _ ____ ___ (_ _) / __)( _ )( \/ )( \/ ) /__\ ( \( )( _ \ / __) _)(_ ( (__ )(_)( ) ( ) ( /(__)\ ) ( )(_) )\__ \ (____)() \___)(_____)(_/\/\_)(_/\/\_)(__)(__)(_)\_)(____/ (___/ Simply put, Starcraft is a point-and-click game. Click on units and you'd be calling their attention. After which you can right-click on any spot or fellow unit to issue an automatic command or you may choose from the commands menu in the lower right hand corner of the screen. Seeing a highlighted letter in a command name simply means you may press that letter instead of clicking its icon to quickly issue the corresponding command. Seeing your pointer change its shape means you can click on that very spot and some info or command would be presented to you. You can also click anywhere on the screen and drag to any other point to creat a square all the selectable units within which would be automatically selected as a group when you let go. This feature is extremely useful for issuing a group command like attacking the same base, harvesting from the same patch of minerals, etc. For unit selection, hitting ctrl+left click on any unit would enable you to automatically select all the units of that type on the screen. This is quite useful to save you the bother of locating each unit of a certain type in a crowded area. Be reminded, though, that you only have a maximum of twelve units to select at a time, so you'll only get twelve even if there are a hundred of the same type on your screen. If, however, you've selected less than twelve, you can hold the shift key and click on other units to select them as well. For unit grouping, hitting ctrl+number while a number of units are selected will enable you to access the same group of units even if you forgot where they are by hitting the number you used. This is extremely useful for grouping your men into armies and launching a full scale attack. On the other hand, holding down the shift key while a group of units is selected readies them for multiple tasks. Just right click on every place you'd like them to go to or on every opponent you'd like them to attack and they'll perform each task in the order you clicked. As for the hot keys, here's a list: * For the basic structures, these hot keys apply to their respective workers after hitting b * For the advanced structures, these hot keys apply to their respective workers after hitting v * For the units, these hot keys apply to their respective buildings * For all the other commands, these hot keys apply to their respective units and buildings * All info on which unit/building does what will be discussed later on Terran - basic : C - Command Center S - Supply Depot R - Refinery B - Barracks E - Engineering Bay T - Missile Turret A - Academy U - Bunker - advanced : F - Factory S - Starport I - Science Facility A - Armory - addons : C - ComSat Station N - Nuclear Silo C - Machine Shop C - Covert Ops P - Physics Lab - upgrades : W - Infantry Weapons A - Infantry Armor U - U-238 Shells T - Stim Packs R - Restoration F - Optic Flare D - Caduceus Reactor W - Vehicle Weapons P - Vehicle Plating S - Ship Weapons H - Ship Plating C - Cloaking Field A - Apollo Reactor I - Ion Thrusters M - Spider Mines S - Siege Tech C - Charon Boosters E - EMP Shockwave I - Irradiate T - Titan Reactor L - Lockdown O - Ocular Implants M - Moebius Reactor C - Personel Cloaking Y - Yamato Gun C - Colossus Reactor - units : S - SCV M - Marine F - Firebat C - Medic G - Ghost V - Vulture T - Siege Tank G - Goliath W - Wraith D - Dropship V - Science Vessel B - Battlecruiser Y - Valkyrie - specials : R - Repair L - Liftoff S - Scanner Sweep T - Stim Pack A - Heal R - Restoration F - Optic Flare Y - Yamato Gun L - Lockdown C - Cloaking D - Defensive Matrix I - Irradiate E - EMP Shockwave L - Load U - Unload O - Siege/Tank Mode I - Spider Mines N - Nuclear Strike N - Arm Nuclear Silo Zerg - basic : H - Hatchery C - Creep Colony E - Extractor S - Spawning Pool V - Evolution Chamber D - Hydralisk Den - advanced : S - Spire Q - Queen's Nest N - Nydus Canal U - Ultralisk Cavern D - Defiler Mound - upgrades : H - Hive B - Burrow V - Ventral Sacs A - Antennae P - Pneumatized Carapace M - Metabolic Boost A - Adrenal Glands M - Muscular Augments G - Grooved Spines L - Lurker Aspect A - Flyer Attacks C - Flyer Carapace G - Greater Spire B - Spawned Broodling E - Ensnare G - Gemete Meiosis G - Plague C - Consume M - Metasynaptic Node A - Anabolic Synthesis C - Chitinous Plating - units : D - Drone Z - Zergling O - Overlord H - Hydralisk M - Mutalisk S - Scourge Q - Queen U - Ultralisk F - Defiler - specials : S - Select Larva R - Parasite B - Spawn Broodling E - Ensnare I - Infest Command Center W - Dark Swarm G - Plague C - Consume L - Load U - Unload G - Guardian Aspect D - Devourer Aspect L - Morph to Lurker Protoss - basic : N - Nexus P - Pylon A - Assimilator G - Gateway F - Forge C - Photon Cannon Y - Cybernetics Core B - Shield Battery - advanced : R - Robotics Facility S - Stargate C - Citadel of Adun B - Robotics Support Bay F - Fleet Beacon T - Templar Archives O - Observatory A - Arbiter Tribunal - upgrades : W - Ground Weapons A - Ground Armor S - Plasma Shields W - Air Weapons A - Air Armor S - Singularity Charge L - Leg Enchancements S - Scarab Damage C - Reaver Capacity G - Gravitic Drive P - Psionic Storm H - Hallucination K - Khaydarin Amulet M - Mind Control E - Maelstrom T - Argus Talisman A - Apial Sensors G - Gravitic Thrusters C - Carrier Capacity D - Disruption Web J - Argus Jewel G - Gravitic Booster S - Sensor Array R - Recall S - Stasis Field K - Khaydarin Core - units : P - Probe Z - Zealot D - Dragoon T - High Templar K - Dark Templar S - Shuttle V - Reaver O - Observer S - Scout C - Carrier A - Arbiter O - Corsair - specials : T - Psionic Storm L - Hallucination R - Recall T - Stasis Field D - Disruption Web F - Feedback C - Mind Control E - Maelstrom L - Load U - Unload R - Recharge Shields I - Interceptors R - Scarabs %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ____ ____ __ ___ ____ ___ (_ _)(_ _) ( _ \ /__\ / __)(_ _) / __) _)(_ _)(_ ) _ < /(__)\ \__ \ _)(_ ( (__ (____)(____)() (____/(__)(__)(___/(____) \___) ___ _____ _ _ ___ ____ ____ ____ / __)( _ )( \( ) / __)( ___)( _ \(_ _) ( (__ )(_)( ) ( ( (__ )__) )___/ )( \___)(_____)(_)\_) \___)(____)(__) (__) The first thing you have to do is gather resources. This is possible via your gathering units (SCV for the Terrans, Drone for the Zerg, and Probe for the Protoss). Once you have enough minerals and vespene gas (obtained by contructing the corresponding builing on a vespene geyser and ordering your harvesters to gather from that building), you can construct more buildings, summon more units, upgrade, etc. to suit the needs of what you may think is the best way to deal with the present situation. Each race's units also "eat up a certain number of supplies" depending on how massive that unit is. In turn, each race also has a "supply provider" that is required whenever you'd like to summon more units. However, in the campaign mode's case, you'll sometimes be situated in missions wherein you lack the ability to acquire a certain unit, upgrade a certain spell, etc. You may also very well be situated in missions that don't even allow construction of buildings or gathering of resources to complete. Adjust your actions according to these missions' objectives and you're on your way to the next. As you'd probably know by now, there are three different races in Starcraft to choose from: The Terrans, the Zerg, and the Protoss. The Terrans are most likely what the beginners will choose, as they seem to be the star of the show, not to mention having easy to remember unit and building names. They are not to be underestimated, however, since they are just as lethal as the other two races in the hands of an expert. As predicted, these Terrans will make use of marines, tanks, jet fighters, and of course, the James Bond types. The Zerg, on the other hand, are your typical "Aliens"---gross, slimy, acidic, purely biological, mindless, savage, and of course, totally unharmed by your everyday bullets. The Zerg knows of no technology whatsoever, nor does it need any. Its buildings are actually alive, and they incorporate the surrounding ground with an organic purple substance called Creep. Each member of a Zerg army is practically unaware of its own existence, as consciousness is only granted upon the Cerebrates (what YOU are supposed to be when you control them) and the almighty Overmind (you'll find out what that is in the campaign mode). Lastly, as the Zerg may be compared to the alien species introduced by the movie, "Aliens", the Protoss, in my honest opinion, can be compared to "The Predator". They are what the Zerg are not. Their bodies are thin, weak, and fragile, but their minds are strong and capable of Psionic eminations. Their cool psychic powers, coupled with a technology far more advanced than ours today, provide all that they need to be at par with the other two races. The Protoss rely heavily on teleportation technology in the wars they fight, partly because they may use this technology strategically in warfare, but mainly because, in an attempt to save much needed time, they opt to have their war machines readily constructed on Aiur, their homeland so all they have to do to is to teleport them on the battlefield when needed. This makes their worker, the Probe, the best worker in the game in terms of construction since it can summon multiple buildings all at once, not like in the Terrans' case, wherein your SCV would be fully occupied by the task at hand, or worse in the Zerg's case, where your Drone would BECOME the building therefore making you one Drone short. Other little details on this game include: 1) Fog of War - You start out on a map knowing only the parts of it covered by the combined yet overlapping sight ranges of all your units. As you move your units towards unexplored areas, they (these areas) become visible on your map. However, if you leave these areas uninhabited by your own units, you can now only view a dimmed version of them. You will not see any of the opponents' units anymore nor will you be able to detect any activity. If there were buildings at the time you explored these areas with your units, you will still see them as they were AT THAT TIME, meaning you still cannot be certain if new buildings were constructed with them or if they no longer exist. 2) 200 Supply Limit - besides being limited to the number of "supply providers" under your control, this rule states that you cannot build over 200 supply's worth of any unit or combination of units. This was probably implemented by the games programmers to ensure no slowdown during gameplay due to overcrowding of units, especially for the Zerg, where units generally consume less supplies. 3) Critters - they are the native animals of whatever planet you are waging war on. They are neutral units, meaning they would not attack anyone at all. They do, however, block your path at times thus you must be merciless and kill them all. And since they are neutral units, you can't just right click on them and expect your men to attack, rather you must left click on the attack button and lastly left click on the critters to select them as a target. 4) Robotic/Mechanical misuse or terms - whoops, I really messed up on the definition of these terms in previous versions of the faq. Anyway, besides the spells that affect both, either, or neither, you can determine the true nature of a unit by its portrait. If the portrait is most likely of the thing istelf, it is either biological or robotic, and if it is of the pilot, the unit is mechanical. 5) Rally Points - rally points are only available on unit-producing buildings, and they are defined to be the area at which any unit further produced should go after completion. For example, you click on a building's rally point icon then click again on the opponent's base. What happens is whenever you produce a unit from that building he/she will automatically proceed to the opponent's base. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ____ ____ ____ _ _ ____ (_ _)(_ _)(_ _) (_ _)( )_( )( ___) _)(_ _)(_ _)(_ )( ) _ ( )__) (____)(____)(____)() (__) (_) (_)(____) ____ __ __ ____ __ ____ ____ _ _ ___ ___ ( _ \( )( )(_ _)( ) ( _ \ (_ _)( \( ) / __)/ __) ) _ < )(__)( _)(_ )(__ )(_) ) _)(_ ) ( ( (_-.\__ \ (____/(______)(____)(____)(____/ (____)(_)\_) \___/(___/ The charts below feature the different stats (cost, hit points, etc.) of each building in the game. These charts are only for quick reference, as I plan to add a full description of what each building does afterwards. Another side note: All buildings are under the category of "large" (type 3) unit size. (of course, what else....) * All Zerg buildings except the Hatchery and its upgraded states(discussed later) must be built upon an organic purple substance called creep the area of which is increased via Creep Colonies. Protoss buildings, on the other hand, must be built within the energy fields produced by a Pylon. If at any time all the Pylons near any building is destroyed, that building will halt everything it is doing until a replacement is built. Terran buildings do not have any similar requirements though their buildings cannot be built upon Creep. Also, if Terran buildings are on low life, they'll burst into flames and, if not repaired by their workers in time, will blow up by themselves. * Min obviously means Minerals, and Time is in seconds. _________________________________________________________________________ Race____|_Name________|_Min_|_Gas_|_Time_|_Hit Points_|_Armor_|_Shields_| Terran | Command | 400 | 0 | 120 | 1500 | 1 | 0 | | Center | | | | | | | | | | | | | | | | Supply | 100 | 0 | 40 | 500 | 1 | 0 | | Depot | | | | | | | | | | | | | | | | Refinery | 100 | 0 | 40 | 750 | 1 | 0 | | | | | | | | | | Barracks | 150 | 0 | 80 | 1000 | 1 | 0 | | | | | | | | | | Academy | 200 | 0 | 80 | 600 | 1 | 0 | | | | | | | | | | Factory | 200 | 100 | 80 | 1250 | 1 | 0 | | | | | | | | | | Starport | 150 | 100 | 70 | 1300 | 1 | 0 | | | | | | | | | | Science | 150 | 200 | 80 | 850 | 1 | 0 | | Facility | | | | | | | | | | | | | | | | Engineering | 125 | 0 | 60 | 850 | 1 | 0 | | Bay | | | | | | | | | | | | | | | | Armory | 100 | 50 | 80 | 750 | 1 | 0 | | | | | | | | | | Missile | 100 | 0 | 30 | 200 | 0 | 0 | | Turret | | | | | | | | | | | | | | | | Bunker | 100 | 0 | 30 | 350 | 1 | 0 | | | | | | | | | | Comsat | 50 | 50 | 40 | 500 | 1 | 0 | | Station | | | | | | | | | | | | | | | | Nuclear | 100 | 100 | 80 | 600 | 1 | 0 | | Silo | | | | | | | | | | | | | | | | Control | 50 | 50 | 40 | 500 | 1 | 0 | | Tower | | | | | | | | | | | | | | | | Covert Ops | 50 | 50 | 40 | 750 | 1 | 0 | | | | | | | | | | Physics Lab | 50 | 50 | 40 | 600 | 1 | 0 | | | | | | | | | | Machine | 50 | 50 | 40 | 750 | 1 | 0 | | Shop | | | | | | | | | | | | | | | | | | | | | | | _________________________________________________________________________ Race____|_Name________|_Min_|_Gas_|_Time_|_Hit Points_|_Armor_|_Shields_| Zerg | Hatchery | 300 | 0 | 120 | 1250 | 1 | 0 | | | | | | | | | | Lair | 150 | 100 | 100 | 1800 | 1 | 0 | | | | | | | | | | Hive | 200 | 150 | 120 | 2500 | 1 | 0 | | | | | | | | | | Extractor | 50 | 0 | 40 | 750 | 1 | 0 | | | | | | | | | | Spawning | 150 | 0 | 80 | 750 | 1 | 0 | | Pool | | | | | | | | | | | | | | | | Hydralisk | 100 | 50 | 40 | 850 | 1 | 0 | | Den | | | | | | | | | | | | | | | | Spire | 200 | 150 | 120 | 600 | 1 | 0 | | | | | | | | | | Greater | 100 | 150 | 120 | 1000 | 1 | 0 | | Spire | | | | | | | | | | | | | | | | Queen's | 150 | 100 | 60 | 850 | 1 | 0 | | Nest | | | | | | | | | | | | | | | | Defiler | 100 | 100 | 60 | 850 | 1 | 0 | | Mound | | | | | | | | | | | | | | | | Ultralisk | 150 | 200 | 80 | 600 | 1 | 0 | | Cavern | | | | | | | | | | | | | | | | Evolution | 75 | 0 | 40 | 750 | 1 | 0 | | Chamber | | | | | | | | | | | | | | | | Creep | 75 | 0 | 25 | 400 | 0 | 0 | | Colony | | | | | | | | | | | | | | | | Sunken | 50 | 0 | 20 | 400 | 0 | 0 | | Colony | | | | | | | | | | | | | | | | Spore | 50 | 0 | 20 | 400 | 0 | 0 | | Colony | | | | | | | | | | | | | | | | Nydus Canal | 150 | 0 | 40 | 250 | 1 | 0 | | | | | | | | | | Infested | 0 | 0 | 5 | 1500 | 1 | 0 | | Command | | | | | | | | Center | | | | | | | | | | | | | | | | | | | | | | | _________________________________________________________________________ Race____|_Name________|_Min_|_Gas_|_Time_|_Hit Points_|_Armor_|_Shields_| Protoss | Nexus | 400 | 0 | 120 | 750 | 1 | 750 | | | | | | | | | | Pylon | 100 | 0 | 30 | 300 | 0 | 300 | | | | | | | | | | Assimilator | 100 | 0 | 40 | 450 | 1 | 450 | | | | | | | | | | Gateway | 150 | 0 | 60 | 500 | 1 | 500 | | | | | | | | | | Cybernetics | 200 | 0 | 60 | 500 | 1 | 500 | | Core | | | | | | | | | | | | | | | | Robotics | 200 | 200 | 80 | 500 | 1 | 500 | | Facility | | | | | | | | | | | | | | | | Stargate | 150 | 150 | 70 | 600 | 1 | 600 | | | | | | | | | | Citadel of | 150 | 100 | 60 | 450 | 1 | 450 | | Adun | | | | | | | | | | | | | | | | Observatory | 50 | 100 | 30 | 250 | 1 | 250 | | | | | | | | | | Templar | 150 | 200 | 60 | 500 | 1 | 500 | | Archives | | | | | | | | | | | | | | | | Robotics | 150 | 100 | 30 | 450 | 1 | 450 | | Support Bay | | | | | | | | | | | | | | | | Forge | 150 | 0 | 40 | 550 | 1 | 550 | | | | | | | | | | Fleet | 300 | 200 | 60 | 500 | 1 | 500 | | Beacon | | | | | | | | | | | | | | | | Arbiter | 200 | 150 | 60 | 500 | 1 | 500 | | Tribunal | | | | | | | | | | | | | | | | Photon | 150 | 0 | 50 | 100 | 0 | 100 | | Cannon | | | | | | | | | | | | | | | | Shield | 100 | 0 | 30 | 200 | 1 | 200 | | Battery | | | | | | | | | | | | | | | | | | | | | | | ------------------------------------------------------------------------- BUILDING DESCRIPTIONS Command Center -------------- Minerals - 400 Vespene Gas - 0 Build Time - 120 Hit Points - 1500 Armor - 1 Shields - 0 Prerequisites - none Abilities - provides 10 supplies - build SCV - build Comsat Station - build Nuclear Silo - liftoff Misc. Data - Command Centers are your basic money makers. You start out (in games other than those in campaign mode) with only one of them near a resource area and without any other buildings nearby. This is so because the Command Center is the prereq of all Terran prereqs and should generally be always built near resource-filled areas, where they could build SCVs and use them to gather more resources. Supply Depot ------------ Minerals - 100 Vespene Gas - 0 Build Time - 40 Hit Points - 500 Armor - 1 Shields - 0 Prerequisites - none Abilities - provides 8 supplies Misc. Data - As the name suggests, the only thing a Supply Depot can generally do is provide you with...supplies!! And if you're a genuine newbie to this game, you might be wondering, "Why build this if Command Centers provide more supplies and have lots of other abilities as well?" And my answer comes in the form of a question: "Would you rather spend double the space, triple the time, and quadruple the minerals for a 25% increase in supplies provided?" Refinery -------- Minerals - 100 Vespene Gas - 0 Build Time - 40 Hit Points - 750 Armor - 1 Shields - 0 Prerequisites - none Abilities - readies Vespene Geysers for gathering Misc. Data - Vespene Geysers are nothing but a useless piece of land without something built upon it for the sole reason of processing its raw energy (called Vespene Gas) into a compound a lot more useful for the construction of other units and buildings. The Refinery is that something. Barracks -------- Minerals - 150 Vespene Gas - 0 Build Time - 80 Hit Points - 1000 Armor - 1 Shields - 0 Prerequisites - Command Center Abilities - train Marine - train Firebat - train Ghost - train Medic - liftoff Misc. Data - As the Command Center is the basic money maker of the Terrans, the Barracks is their basic army trainer. In this building you will train your most basic attackers (the marine and the firebat) as well as an advanced spell caster (the ghost) and a new unit (the medic). Build these (or this) early in the game for a lot of your other buildings depend on it. It is also your doorway to the advanced buildings section' of your SCV menu. Academy ------- Minerals - 200 Vespene Gas - 0 Build Time - 80 Hit Points - 600 Armor - 1 Shields - 0 Prerequisites - Barracks Abilities - research U-238 shells (increase marine attack range) - research Stim Pack tech (Marine and Firebat ability) - research Restoration (Medic ability) - research Optical Flare (Medic ability) - research Caduceus Reactor (+50 Medic energy) Misc. Data - Academies, on the other hand, are your basic researchers. While they may seem useless at first, besides the fact that they are required for a number of the Terrans' most useful assets, constant playing of the game will tell you that the abilities they research can prove vital(or fatal) during the game depending on how you use it. Factory ------- Minerals - 200 Vespene Gas - 100 Build Time - 80 Hit Points - 600 Armor - 1 Shields - 0 Prerequisites - Barracks Abilities - build Vulture - build Siege Tank - build Goliath - build Machine Shop - liftoff Misc. Data - At last, a taste of the advanced. The Factory is the first advanced building you can get your hands on in the Terran tech tree, and I'm pretty sure you'll grab the opportunity. The units you can build from this installation are robotic in nature, thus cannot die as easily as those who come out of the Barracks. Of course, the units here cost a lot more than the basic ones, so depending on your strategy they may or may not be worth the price. Starport -------- Minerals - 150 Vespene Gas - 100 Build Time - 70 Hit Points - 1300 Armor - 1 Shields - 0 Prerequisites - Factory Abilities - build Wraith - build Dropship - build Science Vessel - build Battlecruiser - build Valkyrie - build Control Tower - liftoff Misc. Data - Being another advanced building, the Starport was constructed for the sole purpose of building up an airborne army. No ground units can come out of this baby, and no sea units either (since there are NO sea units in Starcraft!) And since most Starcraft matches that last more than 30 minutes end with a lethal airstrike (at least in my experience), this building is a definite must for newbies and experts alike. Science Facility ---------------- Minerals - 150 Vespene Gas - 200 Build Time - 80 Hit Points - 850 Armor - 1 Shields - 0 Prerequisites - Starport Abilities - research EMP Shockwave (Science Vessel ability) - research Irradiate (Science Vessel ability) - research Titan Reactor (+50 Science Vessel energy) - build Covert Ops - build Physics Lab - liftoff Misc. Data - The Science Facility is the summit of the Terran tech tree, thus is a building reserved only for games that won't end shortly and easily (unless you're really fast and are feeling lucky). Its main function is to do some advanced researching for the advanced spell casters, but the addons you can annex to it are there for...more researching! And if you're thinking brute force and trying to build-up an army of non-spell casters, you'll still need this building since it's a prereq for upgrading even the most basic unit weapons and armor to level 2 or higher. Engineering Bay --------------- Minerals - 125 Vespene Gas - 0 Build Time - 60 Hit Points - 850 Armor - 1 Shields - 0 Prerequisites - Command Center Abilities - upgrade infantry weapons - upgrade infantry armor - liftoff Misc. Data - Going back to the basics, the Engineering Bay is your basic unit upgrader. Though also a prereq for the only attacking building in your race, its main abilities include providing marines with bigger guns, firebats with larger fuel tanks, and both with a thicker, sturdier armor (or at least that's how I interpret it, you really won't notice any graphical change in them, only the fact that their enemies die faster and they die slower) Armory ------ Minerals - 100 Vespene Gas - 50 Build Time - 80 Hit Points - 750 Armor - 1 Shields - 0 Prerequisites - Factory Abilities - upgrade vehicle weapons - upgrade vehicle plating - upgrade ship weapons - upgrade ship plating Misc. Data - As the Engineering Bay is your basic unit upgrader, the Armory is its advanced counterpart. With it you can upgrade all the weapons and all the armor of all the advanced units you can ever dream of. It's a prereq for only one unit, one advanced unit, the goliath, and since this Armory can't liftoff, consider it one of your few "disposables" That is, IF (I said IF) you DON'T plan to use a single goliath in the game (or have enough to end it) and only built the Armory for the upgrades. Missile Turret -------------- Minerals - 100 Vespene Gas - 0 Build Time - 30 Hit Points - 200 Armor - 0 Shields - 0 Prerequisites - Engineering Bay Abilities - detector - air attack Misc. Data - The Missile Turrent is the only attacking building the Terran race has to offer, and has definitely proven itself to be invaluable in countless situations. Besides automatically attacking every single enemy air unit in sight, it is a detector, meaning cloaked wraiths have no chance of entering an opponent's Missile Turret filled base unharmed. Beware though, since these building attackers will only prove useful until the opponent decides to build higher level units like the battlecruiser, the carrier, and especially the guardian. These units can whack tons of Missile Turrets without suffering a scratch, so the only way to effectively defend against them is providing air-to-air encounters. Bunker ------ Minerals - 100 Vespene Gas - 0 Build Time - 30 Hit Points - 350 Armor - 1 Shields - 0 Prerequisites - Barracks Abilities - load and unload Misc. Data - This building, in my honest opinion, is what truly distinguishes the Terran race from the other two. It is the only one without a Zerg or Protoss counterpart, and is another extremely useful tool for keeping your own base alive despite the odds. And as with the Missile Turret, Bunkers live out their usefulness as soon as the first batch of higher level air units---the battlecruiser, the carrier, and especially the guardian---arrive. Oh and, I forgot to tell you what it does: well for starters, it can load up to four of your biological ground units (SCVs, marines, firebats, and ghosts) and give them much needed shelter. While loaded, these ground units will not take any damage at all since only the Bunker itself can be the target of all enemy attacks. They can, however, deal damage since the Bunker has windows through which only loaded weapons can pass. Comsat Station -------------- Minerals - 50 Vespene Gas - 50 Build Time - 40 Hit Points - 500 Armor - 1 Shields - 0 Prerequisites - Command Center - Academy Abilities - Scanner Sweep (detector) Misc. Data - Military intelligence wins you half the war, and that's just what the Comsat Station (an addon to the Command Center) gives you. The Scanner Sweep, its only ability, is a much needed tool for finding out where the opponent is early in the game, checking out his defenses later on, and finally re-checking to see what his armies would be mainly composed of. The Scanner Sweep is also the only "undetectable detector" in the game since it is a spell and not a unit. It can also be cast anywhere from anywhere meaning if you and an opponent's cloaked army is duking it out, you can readily use the Scanner Sweep to turn the tables in your favor. Nuclear Silo ------------ Minerals - 100 Vespene Gas - 100 Build Time - 80 Hit Points - 600 Armor - 1 Shields - 0 Prerequisites - Command Center - Science Facility w/ Covert Ops Abilities - arm nuclear silo Misc. Data - Another addon to the Command Center, The Nuclear Silo would probably be the sole reason, especially for maps with abundant resources, a Terran player would build at least four Command Centers. Like the Comsat Station, this addon also has only one ability---to arm nukes, yes, NUCLEAR BOMBS! What I don't understand is why these bombs don't take out entire maps, but I'll get to that later. As of now, I can give one tip: if you're planning a nuclear strike against an average player, one is not enough; you have to have at least three nukers simultaneously doing the job to get through, and that means creating four Command Centers (including the one with the Comsat Station, since no game lasting more than 30 mins is easily won without it) Against an above average to expert opponent, however, forget about nuking. It requires a ghost to be near the nuking sight (usually the opponent's base) and no above average to expert player would even allow that to happen. Control Tower ------------- Minerals - 50 Vespene Gas - 50 Build Time - 40 Hit Points - 500 Armor - 1 Shields - 0 Prerequisites - Starport Abilities - research Cloaking Field (Wraith ability) - research Apollo Reactor (+50 Wraith energy) Misc. Data - This time the building discussed is an addon to the Starport, namely, the Control Tower. While being a prereq for all the Terran's air units besides the Wraith itself, its main functions are for the said unit---Cloaking Field, which of course gives the Wraith the ability to go unseen by enemy eyes unless he has a detector, and the Apollo Reactor, which increases the maximum amount of time your Wraith can remain cloaked. Covert Ops ---------- Minerals - 50 Vespene Gas - 50 Build Time - 40 Hit Points - 750 Armor - 1 Shields - 0 Prerequisites - Science Facility Abilities - research Lockdown (Ghost ability) - research personnel Cloaking (Ghost ability) - research Ocular Implants (increase Ghost sight range) - research Moebius Reactor (+50 Ghost energy) Misc. Data - As the Starport's Control Tower concentrates on upgrading the Terran wraith, this Science Facility addon concentrates on a upgrading a ground unit, a biological ground unit--- the ghost. And again like the Control Tower, the Covert Ops' Personnel Cloaking research enables the ghost to go unseen by enemy eyes unless he has a detector, while the Moebius Reactor increases the maximum amount of time your ghost can remain cloaked. The Lockdown spell will be discussed later on, and the Ocular Implants, though seemingly obvious, brings one particularly useful effect: Normally if you leave your ghost unattended after using him to launch a nuke, he'd be too close to the nuking site he'd die on impact. However with the Ocular Implants researched, he can launch nukes from afar and thus of course be safe from its harmful effects. Physics Lab ----------- Minerals - 50 Vespene Gas - 50 Build Time - 40 Hit Points - 600 Armor - 1 Shields - 0 Prerequisites - Science Facility Abilities - research Yamato Gun (Battlecruiser ability) - research Colossus Reactor (+50 Battlecruiser energy) Misc. Data - Another Science Facility addon and again similar to the Control Tower, the Physics Lab in turn concentrates on upgarding the most advanced Terran air unit, the battlecruiser. The Yamato Gun research obviously gives the battlecruiser the ability to use its Yamato Gun, but the Colossus Reactor has a less obvious effect---it decreases the minimum amount of time a battlecruiser needs to charge up for its next Yamato blast. Machine Shop ------------ Minerals - 50 Vespene Gas - 50 Build Time - 40 Hit Points - 750 Armor - 1 Shields - 0 Prerequisites - Factory Abilities - research Ion Thrusters (faster Vulture movement) - research Spider Mines (Vulture ability) - research Siege tech (Siege Tank ability) - research Charon Boosters (increased Goliath missile range) Misc. Data - Going back to the Factory, the Machine Shop is the only addon that you can build from it, and boy does it do a lot. First of all, as mentioned above, it can increase the speed with which vultures move (if they ain't already fast enough). Second, it gives the vultures the ability to plant Spider Mines, things that make opponents think twice before walking through bridges that lead to your base or even out of his. Last and in my opinion very far from being the least, it can also give your siege tanks their well-know ability to go in Siege Mode and beat the crap of any other ground unit from a mile away. Hatchery -------- Minerals - 300 Vespene Gas - 0 Build Time - 120 Hit Points - 1250 Armor - 1 Shields - 0 Prerequisites - none Abilities - create and increase Creep - evolve Burrow (ground unit ability) - create larva - mutate into Lair - provides 1 control (supply) Misc. Data - Hatcheries are your basic money makers. You start out (in games other than those in campaign mode) with only one of them near a resource area and without any other buildings nearby. This is so because the Hatchery is the prereq of all Zerg prereqs and should generally be always built near resource-filled areas, where they could select larvas which in turn could morph into your everyday resource gatherers for the Zerg, the drone. The Zerg system of construction (morphing, actually) is quite different from the other two. First of all, its Hatchery---and its upgraded versions discussed next---is its only unit producing building, therefore is also equipped with the ability to build (or morph) all the other Zerg units in the game (that is, from the larva it creates) The other Zerg buildings in the game (most of them) therefore only serve as prerequisities as well as upgraders (or evolvers) for these units. Lair ---- Minerals - 150 Vespene Gas - 100 Build Time - 100 Hit Points - 1800 Armor - 1 Shields - 0 Prerequisites - Hatchery - Spawning Pool Abilities - create and increase Creep - evolve Burrow (ground unit ability) - evolve Ventral Sacs (transporting for Overlord) - evolve Antennae (increase Overlord sight range) - evolve Pneumatized Carapace (faster Overlord movement) - create larva - mutate into Hive - provides 1 control (supply) Misc. Data - The Lair is simply an upgraded version of the Hatchery, and besides the numerous upgrades in can provide an overlord with, and again besides having more HP than its previous form, it generally has the same purpose as the Hatchery, namely, your basic money---and unit---makers. Be reminded though, that the Lair (or the Hatchery) do not produce Zerg units by themselves, rather they only create the ultra versatile larva which in turn could be morphed into the other, more useful Zerg units of the game. Hive ---- Minerals - 200 Vespene Gas - 150 Build Time - 120 Hit Points - 2500 Armor - 1 Shields - 0 Prerequisites - Lair - Queen's Nest Abilities - create and increase Creep - evolve Burrow (ground unit ability) - evolve Ventral Sacs (transporting for Overlord) - evolve Antennae (increase Overlord sight range) - evolve Pneumatized Carapace (faster Overlord movement) - create larva - provides 1 control (supply) Misc. Data - And as the Lair is an upgrade to the Hatchery, the Hive is the upgrade for the Lair! It can still upgrade your overlords if you haven't done that yet, but again besides having even more HP than the Lair itself, this version of the Hatchery does just the same thing: create larvas that morph into drones that in turn gather your much needed resources. And don't forget about all the other Zerg units a larva can morph into, ok? Extractor --------- Minerals - 50 Vespene Gas - 0 Build Time - 40 Hit Points - 750 Armor - 1 Shields - 0 Prerequisites - none Abilities - readies Vespene Geysers for gathering Misc. Data - Vespene Geysers are nothing but a useless piece of land without something built upon it for the sole reason of processing its raw energy (called Vespene Gas) into a compound a lot more useful for the construction of other units and buildings. The Extractor is that something. Spawning Pool ------------- Minerals - 150 Vespene Gas - 0 Build Time - 80 Hit Points - 750 Armor - 1 Shields - 0 Prerequisites - Hatchery/Lair/Hive Abilities - evolve Metabolic Boost (faster Zergling movement) - evolve Adrenal Glands (faster Zergling attack) Misc. Data - As mentioned above, most Zerg buildings serve only as prerequisites for units produced only through the larva coming out of Hatcheries, Lairs, and Hives. The Spawning Pool is no different. It's your basic prereq, and thus needed for the morphing of your most basic attackers, the zerglings. Notice that most Zerg buildings are also upgraders (or evolvers) and again the Spawning Pool is no different. It obviously does something for the specific unit it is a prereq for, but what? And the answer or rather answers are providing faster movement and reducing cooldown time. Hydralisk Den ------------- Minerals - 100 Vespene Gas - 50 Build Time - 40 Hit Points - 850 Armor - 1 Shields - 0 Prerequisites - Spawning Pool Abilities - evolve Muscular Augments (faster Hydralisk movement) - evolve Grooved Spines (increase Hydralisk attack range) - evolve Lurker Aspect (Hydralisk ability) Misc. Data - It should be obvious what unit is focused upon by the fan-shaped Zerg building called the Hydralisk Den...What!? You don't know!? THE HYDRALISK, DAMMIT!!! (whoops, just had my stim packs, sorry) And again as with most Zerg buildings, this one's not only a prereq for the said unit, but also has some upgrades for that unit as well. Spire ----- Minerals - 200 Vespene Gas - 150 Build Time - 120 Hit Points - 600 Armor - 1 Shields - 0 Prerequisites - Lair/Hive Abilities - upgrade flyer attacks - evolve flyer carapace - mutate into Greater Spire Misc. Data - Simply put, the Spire enables your larva to morph into mutalisks. It can also increase the damage they bring as well as that which they could sustain. Pretty neat building and a definite must if ya ask me. Greater Spire ------------- Minerals - 100 Vespene Gas - 150 Build Time - 120 Hit Points - 1000 Armor - 1 Shields - 0 Prerequisites - Spire - Hive Abilities - upgrade flyer attacks - evolve flyer carapace Misc. Data - If you thought only Hatcheries and Lairs could be further upgraded, think again. The Spire also has an upgrade of its own, and it was named...the Greater Spire! (so clever...) Anyway, not only does this building continue on upgrading your air units if you haven't done so already, but it's also a prereq for one of your best bets against building attackers---the guardian. Queen's Nest ------------ Minerals - 150 Vespene Gas - 100 Build Time - 60 Hit Points - 850 Armor - 1 Shields - 0 Prerequisites - Lair/Hive Abilities - evolve Spawn Broodling (Queen ability) - evolve Ensnare (Queen ability) - evolve Gamete Meiosis (+50 Queen energy) Misc. Data - One of the less gross buildings of the Zerg (looks like a macaroon in my honest opinion), the Queen's Nest is both a prereq and an upgrader...for the queen! It gives her the ability to cast two very useful spells (the Spawn Broodling and the Ensnare) as well as reduces the minimum amount of time needed to charge up her next spell after casting one via the Gamete Meiosis. Defiler Mound ------------- Minerals - 100 Vespene Gas - 100 Build Time - 60 Hit Points - 850 Armor - 1 Shields - 0 Prerequisites - Hive Abilities - evolve Plague (Defiler ability) - evolve Consume (Defiler ability) - evolve Metasynaptic Node (+50 Defiler energy) Misc. Data - A more advanced spell caster in the game comes in the form of a defiler, and this unit in turn relies on the existence of its own mound, the Defiler Mound. And like the Queen's Nest with its queen, the Defiler Mound gives its defilers the ability to cast two very useful spells (the Plague and the Consume) as well as reduces the minimum amount of time needed to charge up her next spell after casting one via the Metasynaptic Node. Ultralisk Cavern ---------------- Minerals - 150 Vespene Gas - 200 Build Time - 80 Hit Points - 600 Armor - 1 Shields - 0 Prerequisites - Hive Abilities - evolve Anabolic Synthesis (faster Ultralisk movement) - evolve Chitinous Plating (improved Ultralisk armor) Misc. Data - It should be obvious what unit is focused upon by the fan-shaped Zerg building called the Ultralisk Cavern...What!? You don't know!? THE ULTRALISK, DAMMIT!!! (whoops, just had my second round of stim packs, sorry) And again as with most Zerg buildings, this one's not only a prereq for the said unit, but also has two upgrades for that unit as well. Evolution Chamber ----------------- Minerals - 75 Vespene Gas - 0 Build Time - 40 Hit Points - 750 Armor - 1 Shields - 0 Prerequisites - Hatchery/Lair/Hive Abilities - upgrade melee attacks - upgrade missile attacks - evolve carapace Misc. Data - Going back to the basics, the Evolution Chamber is your basic unit upgrader. Though also a prereq for one of the two attacking buildings in your race, its main abilities include providing zerglings with bigger claws, hydralisks with larger jaws, and both with a thicker, sturdier armor (or at least that's how I interpret it, you really won't notice any graphical change in them, only the fact that their enemies die faster and they die slower) Creep Colony ------------ Minerals - 75 Vespene Gas - 0 Build Time - 40 Hit Points - 750 Armor - 0 Shields - 0 Prerequisites - none Abilities - increase Creep - mutate into Sunken Colony - mutate into Spore Colony Misc. Data - Zerg buildings should be built on Creep, and since the main Creep producer, the Hatchery (or Lair, or Hive), costs too much for such a minor reason, you may use Creep Colonies to increase the area of your Creep instead. Note that only the Zerg's main building has the ability to create Creep and these Creep Colonies are only here to extend what the Hatchery, Lair, or Hive has created. One more thing, this building may very well be morphed into two others, the Sunken Colony and the Spore Colony both of which, while retaining the Creep increasing abilities of their their previous form, are also the only two attacking buildings at the Zerg's disposal. Sunken Colony ------------- Minerals - 50 Vespene Gas - 0 Build Time - 20 Hit Points - 400 Armor - 0 Shields - 0 Prerequisites - Creep Colony - Spawning Pool Abilities - ground attack Misc. Data - This is one of the two building attackers I was talking about, and it sure is a handy thing to have especially whenever your opponents plan to attack early in the game. Most likely he'll use a pure ground assault, and since this building, the Sunken Colony, attacks from below, your guaranteed a tough defense, at least until air or ultra long-range ground units arrive. Spore Colony ------------ Minerals - 50 Vespene Gas - 0 Build Time - 20 Hit Points - 400 Armor - 0 Shields - 0 Prerequisites - Creep Colony - Evolution Chamber Abilities - detector - air attack Misc. Data - The Spore Colony is the second attacking building the Zerg race has to offer, and has definitely proven itself to be invaluable in countless situations. Besides automatically attacking every single enemy air unit in sight, it is a detector, meaning cloaked wraiths have no chance of entering an opponent's Spore Colony filled base unharmed. Beware though, since these building attackers will only prove useful until the opponent decides to build higher level units like the battlecruiser, the carrier, and especially the guardian. These units can whack tons of Spore Colonies without suffering a scratch, so the only way to effectively defend against them is providing air-to-air encounters. Nydus Canal ----------- Minerals - 150 Vespene Gas - 0 Build Time - 40 Hit Points - 250 Armor - 1 Shields - 0 Prerequisites - Hive Abilities - place Nydus Canal Exit Misc. Data - This building, in my honest opinion, is what truly distinguishes the Zerg race from the other two. It is the only one without a Terran or Protoss counterpart, and is another extremely useful tool both defensively and offensively in deceiving the enemy into thinking that you don't or have very few attacking units in a certain area whereas you can readily send an entire army of reinforcements when the need arises. Any ideas what this building does? Well, it provides underground transport for your ground units and lead them to wherever you have placed the Nydus Canal exit. Just right click your units on one Nydus Canal and voila! They're somewhere else! Infested Command Center ----------------------- Minerals - 0 Vespene Gas - 0 Build Time - 5 Hit Points - 1500 Armor - 1 Shields - 0 Prerequisites - Command Center (duh!) Abilities - train Infested Terran - liftoff Misc. Data - Oh don't jump for joy the first time you see its stats cause it's not what you think. It may not cost anything at all, but it does have its requirements: First of all, you need a queen since infesting Command Centers is her inate ability. Second, you must have a Command Center to infest. It's rather tough to pull this trick off since few good Starcraft players leave their Command Centers unguarded. (You CAN do this with your allies though, IF they allow it to happen) Lastly, the said Command Center should be at least down to half its life (750HP) before the spell could be cast. On the bright side, besides the all powerful infested terran you can train from this building, the building itself is void of all Terran and Zerg building weaknesses---unlike Terran buildings, it doesn't explode by itself when it catches fire on low HP, and it may be landed on Creep. And unlike Zerg buildings, it doesn't NEED to be on Creep for it to be functional. Nexus ----- Minerals - 400 Vespene Gas - 0 Build Time - 120 Hit Points - 750 Armor - 1 Shields - 750 Prerequisites - none Abilities - provides 9 Psi (supply) - build Probe Misc. Data - The Nexus is your basic money maker. You start out (in games other than those in campaign mode) with only one Nexus near a resource area and without any other buildings near it. This is so because the Nexus is the prereq of all Protoss prereqs and should generally be always built near resource-filled areas, where they could build Probes and use them to gather more resources. Pylon ----- Minerals - 100 Vespene Gas - 0 Build Time - 30 Hit Points - 300 Armor - 0 Shields - 300 Prerequisites - none Abilities - provides 8 Psi (supplies) - creates 1 energy field Misc. Data - The Protoss Pylon has two uses, and one of them is to provide the Protoss race with "Psi" or supplies. If you're a genuine newbie to this game, you might be wondering, "Why build this if a Nexus could provide more supplies and have other advantages as well?" And my answer comes in the form of a question: "Would you rather spend double the space, triple the time, and quadruple the minerals for a 12.5% increase in supplies provided?" The second purpose for building a Pylon is to provide an energy field only upon which most Protoss buildings may be constructed (like the Creep with the Zerg). But the bad news is losing the energy field provided by a Pylon renders a Protoss building practically useless until you are able to build another Pylon near it. The technique here is to build multiple Pylons near multiple buildings so as to prevent a simple Pylon assault from crippling your base. Assimilator ----------- Minerals - 100 Vespene Gas - 0 Build Time - 40 Hit Points - 450 Armor - 1 Shields - 450 Prerequisites - none Abilities - readies Vespene Geysers for gathering Misc. Data - Vespene Geysers are nothing but a useless piece of land without something built upon it for the sole reason of processing its raw energy (called Vespene Gas) into a compound a lot more useful for the construction of other units and buildings. The Assimilator is that something. Gateway ------- Minerals - 150 Vespene Gas - 0 Build Time - 40 Hit Points - 450 Armor - 1 Shields - 500 Prerequisites - Nexus Abilities - warp in Zealot - warp in Dragoon - warp in High Templar - warp in Dark Templar Misc. Data - As the Nexus is the basic money maker of the Protoss, the Gateway is their basic army trainer. In this building you will train your most basic attackers (the zealot and the dragoon) as well as an advanced spell caster (the high templar) and an advanced attacker (the Dark Templar). It's a definite must to have at the very least one Gateway very early in the game for a lot of your other buildings depend on it. Cybernetics Core ---------------- Minerals - 200 Vespene Gas - 0 Build Time - 60 Hit Points - 500 Armor - 1 Shields - 500 Prerequisites - Gateway Abilities - upgrade air weapons - upgrade air armor - develop Singularity Charge (increase Dragoon attack range) Misc. Data - The Cybernetics Core is your main air unit upgrader. With it you can upgrade all the weapons and all the armor of all the air units you can ever dream of. And besides having a special upgrade just for the dragoons, it also is your doorway to the advanced buildings section of your probe menu. Robotics Facility ----------------- Minerals - 200 Vespene Gas - 200 Build Time - 80 Hit Points - 500 Armor - 1 Shields - 500 Prerequisites - Cybernetics Core Abilities - build Shuttle - build Reaver - build Observer Misc. Data - As the name suggests, what you can build from this building are highly or rather purely robotic in nature. Nothing much more I can say about the Robotics Facility, except for the three units mentioned above that it can produce, and the fact that it's also a prereq for the other more advanced Protoss buildings in the game. Stargate -------- Minerals - 150 Vespene Gas - 150 Build Time - 70 Hit Points - 600 Armor - 1 Shields - 600 Prerequisites - Cybernetics Core Abilities - warp in Scout - warp in Carrier - warp in Arbiter - warp in Corsair Misc. Data - Being another advanced building, the Stargate was constructed for the sole purpose of building up an airborne army. No ground units can come out of this baby, and no sea units either (since there are NO sea units in Starcraft!) And since most Starcraft matches that last more than 30 minutes end with a lethal airstrike (at least in my experience), this building is a definite must for newbies and experts alike. Citadel of Adun --------------- Minerals - 150 Vespene Gas - 100 Build Time - 60 Hit Points - 450 Armor - 1 Shields - 250 Prerequisites - Cybernetics Core Abilities - develop Leg Enhancements (faster Zealot movement) Misc. Data - The Citadel of Adun can only do two things: One is to develop a zealot's walking speed (something very, very useful in most games) and Two is to pave the way for the construction of the Templar Archives, which in turn you most likely will need only one of. So after upgrading your zealots and warping in your first and only Templar Archives, consider the Citadel of Adun as one of your few "disposables". Observatory ----------- Minerals - 50 Vespene Gas - 100 Build Time - 30 Hit Points - 250 Armor - 1 Shields - 250 Prerequisites - Robotics Facility Abilities - develop Gravitic Booster (faster Observer movement) - develop Sensor Array (increase Observer sight range) Misc. Data - One of the less massive buildings of the Protoss (looks like fish bones in my honest opinion), the Observatory is both a prereq and an upgrader...for the observer! It gives the said unit the ability to reach a certain point in a shorter amount of time as well as the ability to spy on a larger area than before. Templar Archives ---------------- Minerals - 150 Vespene Gas - 200 Build Time - 60 Hit Points - 500 Armor - 1 Shields - 500 Prerequisites - Citadel of Adun Abilities - develop Psionic Storm (Templar ability) - develop Hallucination (Templar ability) - develop Khaydarin Amulet (+50 Templar energy) - develop Mind Control (Dark Archon ability) - develop Maelstrom (Dark Archon ability) - develop Argus Talisman (+50 Dark Archon energy) Misc. Data - As the Observatory concentrates on upgrading the Protoss observer, this one-shot building concentrates on a upgrading a ground unit, a biological ground unit---the High Templar. It gives him the ability to cast two very useful spells (the Psionic Storm and the Hallucination) as well as reduces the minimum amount of time needed to charge up his next spell after casting one via the Khaydarin Amulet. And even if you're thinking brute force and trying to build up an army of non-spell casters, you'll still need this building since it's a prereq for upgrading even the most basic unit weapons and armor to level 2 or higher. Whoops, forgot to tell ya, Broodwar has made this building do a lot more: give Dark Archons the ability to cast two very useful spells (the Mind Control and the Maelstrom) as well as reduces the minimum amount of time needed to charge up his next spell after casting one via the Argus Talisman. Robotics Support Bay -------------------- Minerals - 150 Vespene Gas - 100 Build Time - 30 Hit Points - 450 Armor - 1 Shields - 450 Prerequisites - Robotics Facility Abilities - upgrade Scarab damage - increase Reaver capacity (+5 max Scarabs) - develop Gravitic Drive (faster Shuttle movement) Misc. Data - And again as the name suggests, the Robotics Support Bay provides much needed "support" for two of the Protoss units found in the Robotics Facility, namely, the shuttle and the reaver. It also is a prereq for the reaver, by the way, so IF (I said IF) you DON'T plan to use a single reaver in the game (or have enough to end it) and only built the Robotics Support Bay for the upgrades, then as soon as they're done, consider this building a "disposable" as well. Forge ----- Minerals - 150 Vespene Gas - 0 Build Time - 40 Hit Points - 550 Armor - 1 Shields - 550 Prerequisites - Nexus Abilities - upgrade ground weapons - upgrade ground armor - upgrade plasma shields Misc. Data - Going back to the basics, the Forge is your basic unit upgrader. Though also a prereq for the only attacking building in your race, its main abilities include providing zealots with sharper blades, dragoons with larger blasters and both with a thicker, sturdier armor as well as an increase in shield layers (or at least that's how I interpret it, you really won't notice any graphical change in them, only the fact that their enemies die faster and they die slower) Fleet Beacon ------------ Minerals - 300 Vespene Gas - 200 Build Time - 60 Hit Points - 500 Armor - 1 Shields - 500 Prerequisites - Stargate Abilities - develop Apial Sensors (increase Scout sight range) - develop Gravitic Thrusters (faster Scout movement) - increase Carrier capacity (+4 max Interceptors) - develop Disruption Web (Corsair ability) - develop Argus Jewel (+50 Corsair energy) Misc. Data - While being a prereq for all the attacking Protoss air units in the game besides the first and second one (the scout and the corsair), its main functions include those for the said units---increase in sight range and speed (for the scout) as well as the ability to cast spells (for the corsair). It also has a special upgrade just for the carriers, and is another definite must if you're planning to use that giant. Arbiter Tribunal ---------------- Minerals - 200 Vespene Gas - 150 Build Time - 60 Hit Points - 500 Armor - 1 Shields - 500 Prerequisites - Stargate - Templar Archives Abilities - develop Recall (Arbiter ability) - develop Stasis Field (Arbiter ability) - develop Khaydarin Core (+50 Arbiter energy) Misc. Data - The Arbiter Tribunal is the summit of the Protoss tech tree, thus is a building reserved only for games that won't end shortly and easily (unless you're really fast and are feeling lucky). Its main function is to do some advanced researching for the most advanced spell caster, the arbiter itself. It gives the said unit the ability to cast two very useful spells (the Recall and the Stasis Field) as well as reduces the minimum amount of time needed to charge up its next spell after casting one via the Khaydarin Core. Photon Cannon ------------- Minerals - 150 Vespene Gas - 0 Build Time - 50 Hit Points - 100 Armor - 0 Shields - 100 Prerequisites - Forge Abilities - detector - ground attack - air attack Misc. Data - The Photon Cannon is the only attacking building the Protoss race has to offer, and has definitely proven itself to be invaluable in countless situations. Besides automatically attacking every single enemy unit (ground AND air) in sight, it is a detector, meaning cloaked wraiths have no chance of entering an opponent's Photon Cannon filled base unharmed. Beware though, since these building attackers will only prove useful until the opponent decides to build higher level units like the battlecruiser, the carrier, and especially the guardian. These units can whack tons of Photon Cannons without suffering a scratch, so the only way to effectively defend against them is providing air-to-air encounters. Shield Battery -------------- Minerals - 100 Vespene Gas - 0 Build Time - 30 Hit Points - 200 Armor - 1 Shields - 200 Prerequisites - Gateway Abilities - recharge shields Misc. Data - This building, in my honest opinion, is what truly distinguishes the Protoss race from the other two. It is the only one without a Terran or Zerg counterpart, and is another extremely useful tool for keeping your own base alive despite the odds. What it does is recharge the shields of any unit near it when you choose to do so. With this building and more preferably a few others beside a seemingly out-numbered army of yours, you may still have a chance. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ ____ _ _ ____ __ __ _ _ ____ ____ ___ (_ _)( \/ ) (_ _)( )_( )( ___) ( )( )( \( )(_ _)(_ _)/ __) _)(_ \ / )( ) _ ( )__) )(__)( ) ( _)(_ )( \__ \ (____) \/ () (__) (_) (_)(____) (______)(_)\_)(____) (__) (___/ The charts below feature the different stats (damage, armor, etc.) of each unit in the game. These charts are only for quick reference, as I plan to add a full description of what each unit does afterwards. Legend: NA - not applicable (duh!) type column: A - air G - ground R - robotic M - mechanical 1 - small 2 - medium 3 - large weapons column: G - ground A - air N - normal C - concussive E - explosive S - splash ! - suicidal upgrades column: Gw - ground weapon Aw - air weapon Gr - ground weapon range Ar - air weapon range St - sight Sp - speed Cd - cooldown Hr - hangar (ammo) Am - armor a little note: Concussive weapons will do 50% damage on medium defense and 25% damage on large defense while explosive weapons will do 75% damage on medium defense and 50% damage on small defense. Normal weapons will deal the same damage no matter what type of defense its receipient has. One last thing, Protoss shields receive full damage no matter what type of ammo is used on them. * you may see certain names that have already been included in the buildings section. Well, they really are buildings, but they deal damage as well and so fit in this chart too. They won't have any more supplementary descriptions, as such info is already posted in the buildings section. * Cool is the cooldown rate of each unit's weapon. It obviously is in units of time, though I'm not really sure what unit. Maybe a tenth of a second? St is the unit's sight range in a standard measure of length which, once again, I am not aware of. Lastly, upgs is upgrades or the number of pluses/minuses/doubles a specific stat gains per upgrade. Armor and shield upgrades are no longer included, since they usually are just composed of plus ones to their respective units. _________________________________________________________________________________ Race____|_Name__________|_Type_|_Weapons__|_Cool_|_Range_|_St_|_Upgs_|_Specials_| Terran | SCV | GB=1 | G=5N | 15 | 1 | 7 | none | Gather | | | | | | | | | Repair | | | | | | | | | Build | | | | | | | | | | | Marine | GB=1 | G=6N | 15 | 4 | 7 | Gw+1 | Stim | | | | A=6N | 15 | 4 | | Aw+1 | Pack | | | | | | | | Gr+1 | | | | | | | | | Ar+1 | | | | | | | | | | | | Firebat | GB=1 | G=16CS | 22 | 1 | 7 | Gw+2 | Stim | | | | | | | | | Pack | | | | | | | | | | | Ghost | GB=1 | G=10C | 22 | 7 | 9 | Gw+1 | Spells | | | | A=10C | 22 | 7 | | Aw+1 | Nuke | | | | | | | | St+2 | Cloaking | | | | | | | | | | | Vulture | GM=2 | G=20C | 30 | 5 | 8 | Gw+2 | Spider | | | | | | | | Spx2 | Mine | | | | | | | | | | | Siege Tank | GM=3 | G=30E | 37 | 7 | 10 | Gw+3 | Siege | | (Tank Mode) | | | | | | | Mode | | | | | | | | | | | Siege Tank | GM=3 | G=70ES | 75 | 12 | 10 | Gw+5 | Tank | | (Siege Mode) | | | | | | | Mode | | | | | | | | | | | Goliath | GM=3 | G=12N | 22 | 5 | 8 | Gw+1 | none | | | | A=20E | 22 | 5 | | Aw+4 | | | | | | | | | Ar+3 | | | | | | | | | | | | Wraith | AM=3 | G=8N | 30 | 5 | 7 | Gw+1 | Cloaking | | | | A=20E | 22 | 5 | | Aw+2 | | | | | | | | | | | | Dropship | AM=3 | none | NA | NA | 8 | none | Load and | | | | | | | | | Unload | | | | | | | | | | | Science | AM=3 | none | NA | NA | 10 | none | Spells | | Vessel | | | | | | | Detector | | | | | | | | | | | Battlecruiser | AM=3 | G=25N | 30 | 6 | 11 | Gw+3 | Yamato | | | | A=25N | 30 | 6 | | Aw+3 | Gun | | | | | | | | | | | Spider Mine | G=1 | G=125ES! | NA | 4 | 7 | none | Burrow | | | | | | | | | | | Nuclear | A=1 | G=500NS! | NA | NA | NA | none | High | | Missile | | A=500NS! | NA | NA | | | Level | | | | | | | | | Splash | | | | | | | | | | | Missile | G=3 | A=20E | 15 | 7 | 11 | none | Detector | | Turret | | | | | | | | | | | | | | | | | | Medic | GB=1 | none | NA | NA | 9 | none | Spells | | | | | | | | | | | Valkyrie | AM=3 | A=5ES | 64 | 6 | 8 | Aw+2 | none | | | | | | | | | | | | | | | | | | | _________________________________________________________________________________ Race____|_Name__________|_Type_|_Weapons__|_Cool_|_Range_|_St_|_Upgs_|_Specials_| Zerg | Drone | GB=1 | G=5N | 22 | 1 | 7 | none | Gather | | | | | | | | | Burrow | | | | | | | | | Morph | | | | | | | | | | | Zergling | GB=1 | G=5N | 8 | 1 | 5 | Gw+1 | Burrow | | | | | | | | Cd-2 | | | | | | | | | Spx2 | | | | | | | | | | | | Hydralisk | GB=2 | G=10E | 15 | 4 | 6 | Gw+1 | Burrow | | | | A=10E | 15 | 4 | | Aw+1 | | | | | | | | | Spx2 | | | | | | | | | Gr+1 | | | | | | | | | Ar+1 | | | | | | | | | | | | Ultralisk | GB=3 | G=20N | 15 | 1 | 7 | Gw+3 | none | | | | | | | | Am=3 | | | | | | | | | | | | Defiler | GB=2 | none | NA | NA | 10 | none | Spells | | | | | | | | | Burrow | | | | | | | | | | | Broodling | GB=1 | G=4N | 15 | 1 | 5 | none | none | | | | | | | | | | | Infested | GB=1 | G=500ES! | NA | 1 | 5 | none | Burrow | | Terran | | | | | | | | | | | | | | | | | | Overlord | AB=3 | none | NA | NA | 9 | St+2 | Detector | | | | | | | | | Load and | | | | | | | | | Unload | | | | | | | | | | | Mutalisk | AB=1 | G=9NS | 30 | 3 | 7 | Gw+1 | Guardian | | | | A=9NS | 30 | 3 | | Aw+1 | | | | | | | | | | | | Guardian | AB=3 | G=20N | 30 | 8 | 11 | Gw+2 | none | | | | | | | | | | | Queen | AB=2 | none | NA | NA | 10 | none | Spells | | | | | | | | | | | Scourge | AB=1 | A=110N! | NA | 1 | 5 | none | none | | | | | | | | | | | Sunken Colony | G=3 | G=40E | 32 | 7 | 10 | none | none | | | | | | | | | | | Spore Colony | G=3 | A=15N | 15 | 7 | 10 | none | Detector | | | | | | | | | | | Larva | GB=1 | none | NA | NA | 4 | none | Morph | | | | | | | | | | | Egg | GB=3 | none | NA | NA | 4 | none | none | | | | | | | | | | | Lurker | GB=2 | G=20S | 37 | 6 | 8 | Gw+2 | Burrow | | | | | | | | | | | Devourer | AB=3 | A=25E | 100 | 6 | 10 | Aw+2 | none | | | | | | | | | | | | | | | | | | | _________________________________________________________________________________ Race____|_Name__________|_Type_|_Weapons__|_Cool_|_Range_|_St_|_Upgs_|_Specials_| Protoss | Probe | GR=1 | G=5N | 22 | 1 | 8 | none | Warp | | | | | | | | | | | Zealot | GB=1 | G=16N | 22 | 1 | 7 | Gw+2 | none | | | | | | | | Spx2 | | | | | | | | | | | | Dragoon | GM=3 | G=20E | 30 | 4 | 8 | Gw+2 | none | | | | A=20E | 30 | 4 | | Aw+2 | | | | | | | | | Gr+2 | | | | | | | | | Ar+2 | | | | | | | | | | | | High Templar | GB=1 | none | NA | NA | 7 | none | Spells | | | | | | | | | Archon | | | | | | | | | | | Archon | G=3 | G=30NS | 20 | 2 | 8 | Gw+3 | none | | | | A=30NS | 20 | 2 | | Aw+3 | | | | | | | | | | | | Reaver | GR=3 | Scarab | 60 | 8 | 10 | Hr+5 | Scarab | | | | | | | | | | | Scarab | G=2 | G=100ES! | NA | NA | NA | Gw | none | | | | | | | | +25 | | | | | | | | | | | | Shuttle | AR=3 | none | NA | NA | 8 | Spx2 | Load and | | | | | | | | | Unload | | | | | | | | | | | Observer | AR=1 | none | NA | NA | 9 | St+2 | Detector | | | | | | | | Spx2 | Perma- | | | | | | | | | nent | | | | | | | | | Cloaking | | | | | | | | | | | Scout | AM=3 | G=8N | 30 | 4 | 8 | Gw+1 | none | | | | A=28E | 22 | 4 | | Aw+2 | | | | | | | | | St+2 | | | | | | | | | Spx2 | | | | | | | | | | | | Carrier | AM=3 | Inter- | 0 | 8 | 11 | Hr+4 | Inter- | | | | ceptor | | | | | ceptors | | | | Inter- | 0 | 8 | | | | | | | ceptor | | | | | | | | | | | | | | | | | | | | | | | | | Interceptor | AM=1 | G=6N | NA | NA | NA | Gw+1 | none | | | | A=6N | NA | NA | | Aw+1 | | | | | | | | | | | | Arbiter | AM=3 | G=10E | 45 | 5 | 9 | Gw+1 | Spells | | | | A=10E | 45 | 5 | | Aw+1 | Cloaking | | | | | | | | | Nearby | | | | | | | | | Subordi- | | | | | | | | | nates | | | | | | | | | | | Photon Cannon | G=3 | G=20N | 22 | 7 | 11 | none | Detector | | | | A=20N | 22 | 7 | | | | | | | | | | | | | | Dark Templar | GB=1 | G=40N | 30 | 1 | 7 | Gw+3 | Perma- | | | | | | | | | nent | | | | | | | | | Cloaking | | | | | | | | | | | Dark Archon | G=3 | none | NA | NA | 10 | none | Spells | | | | | | | | | | | Corsair | AM=2 | A=5ES | 8 | 5 | 9 | Aw+1 | Spells | | | | | | | | | | | | | | | | | | | ____________________________________________________________________________________ Race____|_Name__________|_Min_|_Gas_|_Time_|_Supply_|_Hit Points_|_Armor_|_Shields_| Terran | SCV | 50 | 0 | 20 | 1 | 60 | 0 | 0 | | | | | | | | | | | Marine | 50 | 0 | 24 | 1 | 40 | 0 | 0 | | | | | | | | | | | Firebat | 50 | 25 | 24 | 1 | 50 | 1 | 0 | | | | | | | | | | | Ghost | 25 | 75 | 50 | 1 | 45 | 0 | 0 | | | | | | | | | | | Vulture | 75 | 0 | 30 | 2 | 80 | 0 | 0 | | | | | | | | | | | Siege Tank | 150 | 100 | 50 | 2 | 150 | 1 | 0 | | (Tank Mode) | | | | | | | | | | | | | | | | | | Siege Tank | NA | NA | NA | NA | 150 | 1 | 0 | | (Siege Mode) | | | | | | | | | | | | | | | | | | Goliath | 100 | 50 | 40 | 2 | 125 | 1 | 0 | | | | | | | | | | | Wraith | 150 | 100 | 60 | 2 | 120 | 0 | 0 | | | | | | | | | | | Dropship | 100 | 100 | 50 | 2 | 150 | 1 | 0 | | | | | | | | | | | Science | 100 | 225 | 80 | 2 | 200 | 1 | 0 | | Vessel | | | | | | | | | | | | | | | | | | Battlecruiser | 400 | 300 | 160 | 8 | 500 | 3 | 0 | | | | | | | | | | | Spider Mine | NA | NA | NA | NA | 20 | 0 | 0 | | | | | | | | | | | Nuclear | 200 | 200 | 100 | 8 | NA | NA | NA | | Missile | | | | | | | | | | | | | | | | | | Missile | 100 | 0 | 30 | 0 | 200 | 0 | 0 | | Turret | | | | | | | | | | | | | | | | | | Medic | 50 | 25 | 30 | 1 | 60 | 1 | 0 | | | | | | | | | | | Valkyrie | 250 | 125 | 60 | 3 | 200 | 2 | 0 | | | | | | | | | | ____________________________________________________________________________________ Race____|_Name__________|_Min_|_Gas_|_Time_|_Supply_|_Hit Points_|_Armor_|_Shields_| Zerg | Drone | 50 | 0 | 20 | 1 | 40 | 0 | 0 | | | | | | | | | | | Zergling | 25 | 0 | 28 | 0.5 | 35 | 0 | 0 | | | | | | | | | | | Hydralisk | 75 | 25 | 28 | 1 | 80 | 0 | 0 | | | | | | | | | | | Ultralisk | 200 | 200 | 60 | 6 | 400 | 1 | 0 | | | | | | | | | | | Defiler | 50 | 150 | 50 | 2 | 80 | 1 | 0 | | | | | | | | | | | Broodling | NA | NA | NA | NA | 30 | 0 | 0 | | | | | | | | | | | Infested | 100 | 50 | 40 | 1 | 60 | 0 | 0 | | Terran | | | | | | | | | | | | | | | | | | Overlord | 100 | 0 | 40 | 0 | 200 | 0 | 0 | | | | | | | | | | | Mutalisk | 100 | 100 | 40 | 2 | 120 | 0 | 0 | | | | | | | | | | | Guardian | 150 | 200 | 40 | 2 | 150 | 0 | 0 | | | | | | | | | | | Queen | 100 | 150 | 50 | 2 | 120 | 0 | 0 | | | | | | | | | | | Scourge | 12 | 38 | 30 | 0.5 | 25 | 0 | 0 | | | | | | | | | | | Sunken Colony | 75 | 0 | 20 | 0 | 400 | 0 | 0 | | | | | | | | | | | Spore Colony | 75 | 0 | 20 | 0 | 400 | 0 | 0 | | | | | | | | | | | Larva | NA | NA | NA | NA | 25 | 10 | 0 | | | | | | | | | | | Egg | NA | NA | NA | NA | 200 | 10 | 0 | | | | | | | | | | | Lurker | 125 | 125 | 40 | 2 | 125 | 1 | 0 | | | | | | | | | | | Devourer | 250 | 150 | 40 | 2 | 250 | 2 | 0 | | | | | | | | | | ____________________________________________________________________________________ Race____|_Name__________|_Min_|_Gas_|_Time_|_Supply_|_Hit Points_|_Armor_|_Shields_| Protoss | Probe | 50 | 0 | 20 | 1 | 20 | 0 | 20 | | | | | | | | | | | Zealot | 100 | 0 | 40 | 2 | 80 | 1 | 80 | | | | | | | | | | | Dragoon | 125 | 50 | 40 | 2 | 100 | 1 | 80 | | | | | | | | | | | High Templar | 50 | 150 | 50 | 2 | 40 | 0 | 40 | | | | | | | | | | | Archon | NA | NA | 20 | NA | 10 | 0 | 350 | | | | | | | | | | | Reaver | 200 | 100 | 70 | 4 | 100 | 0 | 80 | | | | | | | | | | | Scarab | 15 | 0 | 7 | 0 | NA | NA | NA | | | | | | | | | | | Shuttle | 200 | 0 | 60 | 2 | 80 | 1 | 60 | | | | | | | | | | | Observer | 25 | 75 | 40 | 1 | 40 | 0 | 20 | | | | | | | | | | | Scout | 300 | 150 | 80 | 3 | 150 | 0 | 100 | | | | | | | | | | | Carrier | 350 | 250 | 140 | 8 | 300 | 4 | 150 | | | | | | | | | | | Interceptor | 25 | 0 | 20 | 0 | 40 | 0 | 40 | | | | | | | | | | | Arbiter | 100 | 350 | 160 | 4 | 200 | 1 | 150 | | | | | | | | | | | Photon Cannon | 150 | 0 | 50 | 0 | 100 | 0 | 100 | | | | | | | | | | | Dark Templar | 125 | 100 | 50 | 2 | 80 | 1 | 40 | | | | | | | | | | | Dark Archon | 250 | 200 | 20 | 4 | 25 | 1 | 200 | | | | | | | | | | | Corsair | 150 | 100 | 40 | 2 | 100 | 1 | 80 | | | | | | | | | | | | | | | | | | | ------------------------------------------------------------------------------------ UNIT DESCRIPTIONS SCV --- Minerals - 50 Vespene Gas - 0 Build Time - 20 Supplies - 1 Hit Points - 60 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : Fusion Cutter - damage : 5 normal - cooldown : 15 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - none Prerequisites - Command Center Abilities - ground attack - build - gather - repair Quotes - ready : "SCV, good to go, sir." - selected : "Yes, sir?" : "Orders, Captain?" : "I read you." : "Reportin for duty." - annoyed : "Come again, Captain?" : "I'm not readin you clearly." : "You ain't from around here, are you?" : "I can't believe they put me in one o these things!" : "I told 'em I was claustrophobic, I gotta get outta here!" : "I'm stuck in here tighter than a frog butt in a Watermelon C-5" -------------- | | -----> This is just a wild guess on what he's really sayin since it's too fast and I just can't get it right. =p - ordered : "Affirmative." : "Roger that." : "Right away, sir." : "Orders received." - error : "I can't build there, somethin's in the way." : "I can't build there!" - built : "Job's finished." Misc. Data - Terrans scream of versatility, and the SCV is one of the many manifestations of this. First of all, it has 60 HP which is a lot compared to the 40 HP of the Zerg drone and the 20 HP / 20 Shield attribute of the Protoss probe. Second, not only can it gather resources and construct buildings like the other two workers in the game, it can also REPAIR every single damaged mechanical unit! With this ability, battered armies may very well live to fight (and win) another day without having to train and build tons of reinforcements. Lastly, the SCV is also the only biological unit that is ALSO REPAIRABLE, meaning they could replenish each other's HP while some of them work on the larger mechanical units in the game. Marine ------ Minerals - 50 Vespene Gas - 0 Build Time - 24 Supplies - 1 Hit Points - 40 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : Gauss Rifle - damage : 6 normal - cooldown : 15 - range : 4 Air - weapon : Gauss Rifle - damage : 6 normal - cooldown : 15 - range : 4 Sight - 7 Upgrades - ground weapon : damage + 1 : range + 1 - air weapon : damage + 1 : range + 1 - spells : Stim Pack Prerequisites - Barracks Abilities - ground attack - air attack - Stim Pack Quotes - ready : "You wanna piece o me, boy?" - selected : "Commander?" : "Standin by..." : "Checked up and good to go." : "Give me somethin to shoot." - annoyed : "We gotta move." : "Are you gonna give me orders?" : "Oh my God, he's whacked!" : "I'd vote we frag this commander!" : "How do I get outta this chicken shi(BEEP)tty outfit?" : "You wanna piece o me, boy?" : "If it weren't for these damned neural implants you'd be a smokin crater by now..." - ordered : "Go, go, go!" : "Let's move." : "Outstanding." : "Rock 'n roll!" Misc. Data - The marine is yet another manifestation of the versatility of the Terran race, for this is the only basic unit in the game that can target and attack air units. While not a very good match for the two other basic units in the game, marines can prove to be very useful a little later on, when Bunkers are built or Stim Packs are researched. This ability reduces a marine's life by 10, but increases both his movement and attack speed dramatically. Firebat ------- Minerals - 50 Vespene Gas - 25 Build Time - 24 Supplies - 1 Hit Points - 50 Armor - 1 Shields - 0 Type - ground; biological; small Ground - weapon : Flame Thrower - damage : 16 concussive splash - cooldown : 22 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - ground weapon : damage + 2 - spells : Stim Pack Prerequisites - Barracks - Academy Abilities - ground attack - Stim Pack Quotes - ready : "Need a light?" - selected : "Yes?" : "You got my attention." : "Fire it out!" - annoyed : "Ahahhh, that's what I thought." : "I love the smell of napalhhhm." : "Nuthin like a goood smoke..." : "Are you tryin to get invited to my next barbeque?" : "Got any questions about propane?" : "Or, propane accessories?" - ordered : "Naturally" : "Slammin'" : "You got it!" : "Let's burn!" Misc. Data - Marines are not likely to succeed in battling their mineral's worth of the other two races' basic units, but alongside firebats, even if the opponent also has his next level units, they have a chance. The marines' versatility has decreased his effectivity in both land and air encounters, thus in the early stages of the match he needs the help of a unit made solely for ground wars, and the firebat is the only one early-to-come-out enough to help him out. Firebats eat the other two races' basic units like crap, but it's they who do crap damage on buildings which are supposed to be the marines' job. The two really complement each other, so learn to use them well as a team and you'll win a game in less than 10 minutes. Ghost ----- Minerals - 25 Vespene Gas - 75 Build Time - 50 Supplies - 1 Hit Points - 45 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : C-10 Canister Rifle - damage : 10 concussive - cooldown : 22 - range : 7 Air - weapon : C-10 Canister Rifle - damage : 10 concussive - cooldown : 22 - range : 7 Sight - 9 Upgrades - ground weapon : damage + 1 - air weapon : damage + 1 - sight : range + 2 - spells : Cloak : Lockdown : energy + 50 Prerequisites - Barracks - Academy - Science Facility w/ Covert Ops Abilities - ground attack - air attack - Cloak - Lockdown - Nuclear Strike Quotes - ready : "Somebody called for an exterminator?" - selected : "Ghost reportin..." : "I'm here..." : "Finally..." : "Call the shots." - annoyed : "You callin down the thunder?" : "Now reap the whirlwind!" : "Keep it up! I DARE ya..." : "I'm about to overload my aggression inhibitors." - ordered : "I hear that." : "I'm gone." : "Never knowww what hit 'em" : "I'm all over it." Misc. Data - Ghosts are your basic spell casters, and should normally not come out early in the game. They require a Science Facility with an attached Covert Ops, which is quite at the top of the Terran tech tree. The only way you can have them early in the game is to NOT build a single attacking unit until the Covert Ops is built, which is VERY risky. The rewards are handsome though, especially if you've also already armed your Nuclear Silo (get what I mean?) If you really went straight for the nuke, chances are (if you ain't dead yet) the opponent hasn't prepared for that kind of assault. Now go ahead and NUKE him!! Defensively however, they can still play a big role in saving your own hide through their Lockdown spell. This spell prevents an enemy unit from making any action at all, and while he is in this state, can be attacked with impunity by any of your units. The sad part is this spell would only work on non-biological units, thus is useless on the Zerg, where ALL units are biological. Wait, did I forget to say ghost deal damage like babies? Well, they do, so don't even think of investing on an army of ghost cause they won't do much on the battlefield, especially if your opponent is a Zerg. Vulture ------- Minerals - 75 Vespene Gas - 0 Build Time - 30 Supplies - 2 Hit Points - 80 Armor - 0 Shields - 0 Type - ground; mechanical; medium Ground - weapon : Fragmentation Grenade - damage : 20 concussive - cooldown : 30 - range : 5 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 8 Upgrades - ground weapon : damage + 2 - movement : speed x 2 - Spider Mines Prerequisites - Factory Abilities - ground attack - Spider Mines Quotes - ready : "Awright, bring it on!" - selected : "Whadda you want!?" : "Yeah?" : "I read ya, SIR! (sarcastic)" : "Somethin on your mind?" - annoyed : "Somethin you wanted?" : "I don have time to f(BEEP)ck around!!!" : "You keep pushin me, BOY!!..." : "And I'll scrap YOU along with the aliens!!" - ordered : "Yeah I'm goin..." : "I dig!" : "No problem!" : "Oh, is that it!?" Misc. Data - At 75 minerals, this vehicle can very well be a good replacement for the seemingly all-purpose marine. Though they cannot attack airborne opponents, they deal kick-@$$ damage on the ground. Furthermore, if coupled with a speed upgrade and more importantly the ability to plant spider mines, an army of these vultures can be a royal pain in the hide in the early stages of the game. The spider mines, by the way, are little spider-shaped robots that plant themselves in the ground immediately after being deployed by their respective vultures. They then become ultra sensitive and automatically unburrow themselves at the sight of an enemy ground unit. They then "run" for the said unit and explode on impact, dealing insane splash damage. Oh and, you can only have three of these per vulture, and they're non-replenishable. Siege Tank ---------- Minerals - 150 Vespene Gas - 100 Build Time - 50 Supplies - 2 Hit Points - 150 Armor - 1 Shields - 0 Type - ground; mechanical; large Ground - weapon : Arclite Cannon - damage : 30 explosive - cooldown : 37 - range : 7 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Siege Mode - weapon : Arclite Shock Cannon - damage : 70 explosive splash - cooldown : 75 - range : 12 Sight - 10 Upgrades - ground weapon : damage + 3 - siege weapon : damage + 5 - abilities : Siege Mode Prerequisites - Factory w/ Machine Shop Abilities - ground attack - siege attack - Siege Mode/Tank Mode Quotes - ready : "Ready to roll out!" - selected : "Yes, sir!" : "Destination..." : "Identify target..." : "Orders, sir!" - annoyed : "Dat,dararaw,daw,DAT,DARARAW,DAW" ------------------------------- | | -----> to the tune of "Ride of the Valkyries". : "I'm about to drop the hammer..." : "And dispense some indiscriminate justice!" : "What is you major malfunction!?" - ordered : "Move it!" : "Proceeding..." : "Delighted to, sir!" : "Absolutely..." Misc. Data - Being the longest attack ranging unit in the game, the siege tank's range of attack is the only one that even exceeds its own sight range! It still won't be able to attack units it can't see, but if other allies are there to see those units for it, then it can very well wreck ground-breaking havoc! And not only that, the siege tank is also the most damaging non-suicidal unit in the game, dealing a whooping 70 damage whereas the next highest is a distant 40. Of course, the above comments refer to the siege tank in siege mode, otherwise it is pointless to attack. In my honest opinion, the siege tank's tank mode exists only to give the said unit its mobility, since a siege moded siege tank cannot move. Goliath ------- Minerals - 100 Vespene Gas - 50 Build Time - 40 Supplies - 2 Hit Points - 125 Armor - 1 Shields - 0 Type - ground; mechanical; large Ground - weapon : Twin Autocannons - damage : 12 normal - cooldown : 22 - range : 5 Air - weapon : Hellfire Missile Pack - damage : 20 explosive - cooldown : 22 - range : 5 Sight - 8 Upgrades - ground weapon : damage + 1 - air weapon : damage + 4 Prerequisites - Factory - Armory Abilities - ground attack - air attack Quotes - ready : "Goliath online." - selected : "Go ahead, tac-com." ------- | | -----> again, another one of my wild guesses : "Comlink online." : "Channel open." : "Systems functional." - annoyed : "MilSpec ED209 online." ----- | | -----> from Robocop : "Checklist protocol, initiating..." : "Primary level one, diagnostic." : "USDA selected." : "FDIC approved." : "Checklist completed, SOB..." - ordered : "Acknowledged, HQ." : "Nav-com locked." : "Confirmed." : "Target designated." (with observer SFX) Misc. Data - One of the cooler-looking units in the game, the goliath resembles those robots found in the game "Mechwarrior"--- headless androids with guns for arms, piloted by human beings situated in their upper bodies. Their ability to attack both ground and air units makes them qualified to replace your marines, but since they cost a lot more, walk slower, and take up more space, that may not be a very good idea. What you CAN do with them is situate them near Missile Turrets, since the two work mighty well together in repelling the opponent's basic air units. Missile Turrets detect the cloaked attackers, while the goliath finishes them all off, dealing double the Missile Turret's damage on air units. Wraith ------ Minerals - 150 Vespene Gas - 100 Build Time - 50 Supplies - 2 Hit Points - 150 Armor - 1 Shields - 0 Type - air; mechanical; large Ground - weapon : Burst Lasers - damage : 8 normal - cooldown : 30 - range : 5 Air - weapon : Gemini Missiles - damage : 20 explosive - cooldown : 22 - range : 5 Sight - 7 Upgrades - ground weapon : damage + 1 - air weapon : damage + 2 - spells : Cloaking : energy + 50 Prerequisites - Starport Abilities - ground attack - air attack - flight - Cloaking Quotes - ready : "Wraith aaawaiting launch orders." - selected : "Go ahead, commander." : "Transmit coordinates." : "Standing by..." : "Reporting in..." - annoyed : "Last transmission breaking up, come back." : "I'm just curious, why am I so good?" : "I gotta get me one o these..." : "You know who the best darn fighter in the fleet is?" : "Yours truly." : "Everybody's gotta die sometime, Red..." : "I am the invincible, that's right!" - ordered : "Coordinates received." : "Attack formation." : "Roger." : "Sector locked in." Misc. Data - At last, an airborne threat to the enemy's safety. The Terran wraith once again proves its race's versatile nature since, like the marine, though would not be at par with their mineral and gas' worth of the other two races' basic air units, come with a feature not present in the opposition---the Cloaking Field. With this ability, Terran wraiths, coupled with the clever manuevering abilities of its human player, can always be the first ones to open fire, thus gaining an instant advantage over the opposition. Be warned though, that every race has its detectors, and a smart opponent won't easily reveal where these detectors are. Each race's building attacker ('cept for the Zerg's Sunken Colony) is also a detector soooo.....watch out!! Dropship -------- Minerals - 100 Vespene Gas - 100 Build Time - 50 Supplies - 2 Hit Points - 150 Armor - 1 Shields - 0 Type - air; mechanical; large Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 8 Upgrades - none Prerequisites - Starport w/ Control Tower Abilities - load and unload - flight Quotes - ready : "Can I take your order?" - selected : "Go ahead, HQ." : "I'm listening." : "Destination?" : "Input coordinates..." - annoyed : "When removing your overhead luggage, please" be careful." : "In case of a water landing, you may be used as a floatation device." : "To curl chunks, please use the vomit bag in front of you." : "Keep your arms and legs inside, until this ride, come to a full and complete stop." - ordered : "In the pipe, five by five." : "Hang on, we're in for some chops..." : "In transit, HQ." : "Buckle up." : "Strap yourselves in, boys." : "I copy that." Misc. Data - There are cases when only a ground unit can do the job but there are just too many blocking factors in thr terrain (eg. bodies of water) that no ground unit could pass through. And this is where the dropship butts in. Its ability to load and unload different ground units in the game can prove very useful in countless situations, situations like having to go around a tough frontal defense, needing to expand on an island, etc, etc, etc. Each dropship has eight small slots with which to hold its units, but not all units occupy only one slot. The vulture, for example, occupies two slots while the siege tank occupies four. Science Vessel -------------- Minerals - 100 Vespene Gas - 225 Build Time - 80 Supplies - 2 Hit Points - 200 Armor - 1 Shields - 0 Type - air; mechanical; large Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 10 Upgrades - spells : Irradiate : EMP Shockwave : energy + 50 Prerequisites - Starport - Science Facility Abilities - flight - detector - Defensive Matrix - Irradiate - EMP Shockwave Quotes - ready : "Explorer reporting." - selected : "Ah, greetings, command." : "Transmit orders." : "Receiving, headquarters." : "We have you on visual." - annoyed : "I like the cut of your jib!" : "E=MC...doh, let me get my notepad..." : "Ah, fusion, eh? I'll have to remember that." : "Eck, who sent all these lab monkeys free?" : "I think we may have a gas leak." (w/ tiny voice) : "Do any of you fools know who to shut off this infernal contraption?" : "Ahh, the ship, out of danger." (panting) - ordered : "Let's roll." : "Eeexcellent!" : "Commencing..." : "Affirmative, sir!" Misc. Data - The science vessel is your advanced spell caster. Besides being a detector (able to see cloaked units), this vessel also has the inate ability to cast Defensive Matrix on any unit in the game. What this spell does is provide its beneficiary with an extra 250 HP, usually enough (especially for macho units) for the said beneficiary to break through an opponent's perimeter defenses or maybe just to even the odds in situations when you are outnumbered. The science vessel's other two spells (researched at the Science Facility) are the Irradiate and the EMP Shockwave. The former is a spell cast on biological units, and acts like an insecticide---envelop the unfortunate victim in a large green sphere of gas which reduces his HP by the second until he dies (or gets REALLY low on life). As a side effect, this unit will occasionally go berserk and try to come in contact with his allies, therefore reducing their HP as well. If one of your units gets infected, better send him somewhere far from your armies (if possible to the opponent's armies so as to infect them too) or you'll regret it. Now for the EMP Schockwave. This spell may only be cast on units with energy fields, since its main effect is to reduce all that can be charged up into ZERO. And as a plus, Protoss shields are also affected by this spell, thus are generally cut down to half their lives on impact. Battlecruiser ------------- Minerals - 400 Vespene Gas - 300 Build Time - 160 Supplies - 8 Hit Points - 500 Armor - 3 Shields - 0 Type - air; mechanical; large Ground - weapon : ATS Laser Battery - damage : 25 normal - cooldown : 30 - range : 6 Air - weapon : ATA Laser Battery - damage : 25 normal - cooldown : 30 - range : 6 Sight - 11 Upgrades - ground weapon : damage + 3 - air weapon : damage + 3 - spells : Yamato Gun : energy + 50 Prerequisites - Starport - Science Facility w/ Physics Lab Abilities - ground attack - air attack - flight - Yamato Gun Quotes - ready : "Battlecruiser operational." - selected : "Old cruiser, reporting." : "Receiving transmission." : "Good day, commander." : "Hailing frequencies open." - annoyed : "Identify yourself." : "Shields up, weapons online." : "Not equipped with shields...well then buckle up!!" : "I reeealy have to go, number one. - ordered : "Make it happen." : "Set a course." : "Take it slow." : "Engage." Misc. Data - The grandaddy of all air units, the battlecruiser not only has high HP, high armor, and high damage weapons, it is HUGE! (quite intimidating, huh?) And besides that no other large air unit can put up a one-on-one match with this gargantuan since it has a spell that is destined to give it the upperhand anytime, anywhere---the Yamato Gun!!! This baby does 250 damage on absolutely ANYTHING at all, instant death for most units, certain death for the rest. Battlecruisers may be slow, and they may also be quite useless if left alone, but let me assure you that twelve of these, especially if fully charged and upgraded, can carve a HUUUUUGE hole in the opponent's main base, well-fortified or not. Spider Mine ----------- Minerals - n/a Vespene Gas - n/a Build Time - n/a Supplies - n/a Hit Points - 20 Armor - 0 Shields - 0 Type - ground; small Ground - weapon : itself - damage : 125 suicidal explosive splash - cooldown : n/a - range : 4 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - none Prerequisites - Vulture Abilities - massive damage - burrow Quotes - ready : \ - selected : \ none - annoyed : / of course - ordered : / Misc. Data - As mentioned above, the spider mines are little spider-shaped robots that plant themselves in the ground immediately after being deployed by their respective vultures. They then become ultra sensitive and automatically unburrow themselves at the sight of an enemy ground unit. They then "run" for the said unit and explode on impact, dealing insane splash damage. Oh and, you can only have three of these per vulture, and they're non-replenishable. Nuclear Missile --------------- Minerals - 200 Vespene Gas - 200 Build Time - 100 Supplies - 8 Hit Points - n/a Armor - n/a Shields - n/a Type - air; small Ground - weapon : itself - damage : 500 suicidal normal splash - cooldown : n/a - range : n/a Air - weapon : itself - damage : 500 suicidal normal splash - cooldown : n/a - range : n/a Sight - n/a Upgrades - n/a Prerequisites - Command Center w/ Nuclear Silo - Ghost Abilities - massive damage Quotes - ready : \ - selected : \ none - annoyed : / of course - ordered : / Misc. Data - If only these nukes didn't need the help of a Terran ghost to be launched, they'd make the Terran race the ultimate race in Starcraft. They do 500 damage (SPLASH!!) on their targets, and cannot be blasted off the sky or deflected like in the movies. There are, however, two counters: one is to destroy the Nuclear Silo from which that nuke came, which is quite tough to pull of, and two, the easier way, is to kill the ghost who helped launch it. You may cloak the ghost to give him a hard time, but a red blinking dot appears on the nuke's target area and is easily visible for a keen eye. And if those downfalls aren't enough, every player in the game gets a "Nuclear Launch Detected" message everytime you launch a nuke to make them more aware of the situation. But really it's the blinking red spot which I found to be most frustrating since it's what most people see first when they try look for my dreaded ghost, so I thought of a plan. (Try this, it actually works, but with practice) What I do is, use two ghost to launch two nukes ALMOST simultaneously. The timing here is tricky, but if you get it right, it would seem as if the red spot ain't blinkin no more, and that's cause whenever the red spot of the first nuke blinks, the other appears and vice versa. Missile Turret -------------- Minerals - 100 Vespene Gas - 0 Build Time - 30 Supplies - 0 Hit Points - 200 Armor - 0 Shields - 0 Type - ground; large Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : Longbolt Missile - damage : 20 explosive - cooldown : 15 - range : 7 Sight - 11 Upgrades - none Prerequisites - Engineering Bay Abilities - air attack - detector Quotes - ready : \ - selected : \ none - annoyed : / of course - ordered : / Misc. Data - The Missile Turrent is the only attacking building the Terran race has to offer, and has definitely proven itself to be invaluable in countless situations. Besides automatically attacking every single enemy air unit in sight, it is a detector, meaning cloaked wraiths have no chance of entering an opponent's Missile Turret filled base unharmed. Beware though, since these building attackers will only prove useful until the opponent decides to build higher level units like the battlecruiser, the carrier, and especially the guardian. These units can whack tons of Missile Turrets without suffering a scratch, so the only way to effectively defend against them is providing air-to-air encounters. Drone ----- Minerals - 50 Vespene Gas - 0 Build Time - 20 Supplies - 1 Hit Points - 40 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : Spines - damage : 5 normal - cooldown : 8 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - none Prerequisites - Larva Abilities - ground attack - burrow - build (morph) - gather Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - Drones are the worst workers in the game. Not only are they the worst in terms of attacking, since they have a cooldown rate slower than the SCV's while at the same time a sight range shorter than the probe's, they are especially pathetic in building construction, since besides requiring Creep---which is only possible upon the presence of a Hatchery/Lair/Hive coz Creep Colonies only EXTEND, not create Creep---these drones BECOME the building they are supposed to construct therefore making you one worker short. You think Zerg buildings are so cheap? That's cause you have to add 50 minerals (for the drone that will morph into them) to get their REAL price. Oh and I almost forgot, there is one researchable ability the drone, like all the other zerg ground units 'cept the ultralisk, has besides its main functions, the Burrow. With it, a Zerg ground unit can dig a whole in the ground and bury itself there, safe from enemy sight. It's almost the same as cloaking, but the unit won't be able to do anything til it decides to unburrow itself. Zergling -------- Minerals - 25 Vespene Gas - 0 Build Time - 28 Supplies - 0.5 Hit Points - 35 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : Claws - damage : 5 normal - cooldown : 8 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 5 Upgrades - ground weapon : damage + 1 : cooldown - 2 - movement : speed x 2 Prerequisites - Larva - Spawning Pool Abilities - ground attack - burrow Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - "Quantity over quality", not the other way around, is the main idea or motto of a good Zerg player, thus his units will always be weaker than the other two races', but rest assured their numbers will compensate for that weakness, and the Zerg's basic attacking unit, the Zergling, is one of the best examples of this concept. Despite its relative weakness compared to the Terran marine and the Protoss zealot, they are on a "buy one, take one" basis, meaning 50 minerals and 1 supply (same price for the Terran marine) will yield TWO zerglings under your command! They have a combined HP of 70 as well as a combined attack damage of 10, compared to the marine's 40HP-6N offer. This also works for the Protoss zealot, since they come in the mineral and supply's worth of FOUR zerglings! Hydralisk --------- Minerals - 75 Vespene Gas - 25 Build Time - 28 Supplies - 1 Hit Points - 80 Armor - 0 Shields - 0 Type - ground; biological; medium Ground - weapon : Needle Spines - damage : 10 explosive - cooldown : 15 - range : 4 Air - weapon : Needle Spines - damage : 10 explosive - cooldown : 15 - range : 4 Sight - 6 Upgrades - ground weapon : damage + 1 : range + 1 - air weapon : damage + 1 : range + 1 - movement : speed x 2 Prerequisites - Larva - Hydralisk Den Abilities - ground attack - air attack - burrow Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - Zerglings may be the star of the early two minute show, but once Bunkers are built or zealots increase in number, they suddenly become useless critters. And this is where the hydralisk---one of the best units in the game---butts in. It provides your zerglings good cover, and can be used to keep your opponent's units occupied while your zerglings take on his workers. This strategy is suicidal for players of equal skill, but you get to finish off at the very least half his workers. This will hamper his production a bit so by the time all your units are disposed of, a new, more powerful batch should be raring to go. This is one of the easiest ways to win and should be second nature to all good Zerg players out there. Another use for these all-purpose creatures is defense support. What you can always do with them is situate them (burrowed) near Spore Colonies, since the two work mighty well together in repelling the opponent's basic air units. Spore Colonies detect the cloaked attackers, while the burrowed hydralisk gives them the element of surprise by unburrowing and finishing them all off, saving you the time and space needed to construct an equal amount of Spore Colonies. Ultralisk --------- Minerals - 200 Vespene Gas - 200 Build Time - 60 Supplies - 6 Hit Points - 400 Armor - 1 Shields - 0 Type - ground; biological; large Ground - weapon : Kaiser Blades - damage : 20 normal - cooldown : 15 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - ground weapon : damage + 3 Prerequisites - Larva - Ultralisk Cavern Abilities - ground attack Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - Wouldn't it just be prime to have an ultralisk for a pet? I mean, at least one of these overgrown rhino-dogs is enough to scare off even the thoughest of men! But anyway, that's just what an ultralisk is---the biggest, most ferocious ground unit in the game. Size (at least for a ground unit) has its disadvantages though, since the bigger a ground unit is, the more smaller ground units with range 3 or less attacks can surround that larger unit at a given time. Nonetheless, ultralisks are great units especially when coupled with a few other Zerg tricks which I would definitely love to discuss, but later on, in another section of the faq. Defiler ------- Minerals - 50 Vespene Gas - 150 Build Time - 50 Supplies - 2 Hit Points - 80 Armor - 1 Shields - 0 Type - ground; biological; medium Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 10 Upgrades - spells : Plague : Consume : energy + 50 Prerequisites - Larva - Defiler Mound Abilities - burrow - Dark Swarm - Plague - Consume Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - Unlike the other two races, the Zerg's ground unit spell caster, the defiler, is a unit that can cast a spell with no charge at all, as well as replenish its own energy meter by means other than waiting like hell. The spell being refered to by BOTH these descriptions is called the Consume spell, during which the defiler "eats" a fellow Zerg ground unit, of course killing it in the process. This "sacrifice" adds 50 energy to the defiler, therefore enabling it to again cast its more offensive spells like Plague, which reduces an enemy building or unit HP by as low as one but doesn't kill it, or the Dark Swarm, which covers an area with a thick orange fog that disables any long range attacks targeting a unit within the area. Broodling --------- Minerals - n/a Vespene Gas - n/a Build Time - n/a Supplies - n/a Hit Points - 30 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : Toxic Spores - damage : 4 normal - cooldown : 15 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 5 Upgrades - none Prerequisites - Queen Abilities - ground attack Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - Broodlings are what becomes of enemy units killed by the queen's Spawn Broodling spell (hence the name). They also are in a "buy one, take one" basis like the zerglings, but unlike these critters, the broodlings deal laughable damage and can sustain only a small amount of such. And if that ain't bad enough, broodlings have a fixed life span---105 seconds to be exact---and will die even if they still have 100%HP left. Infested Terran --------------- Minerals - 100 Vespene Gas - 50 Build Time - 40 Supplies - 1 Hit Points - 60 Armor - 0 Shields - 0 Type - ground; biological; small Ground - weapon : itself - damage : 500 explosive splash suicidal - cooldown : n/a - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 5 Upgrades - none Prerequisites - Infested Command Center Abilities - ground attack - burrow Quotes - ready : "Live for the swarm." - selected : "Ready to kill." : "Prepare to die." : "Ready to serve." : "Sacrifice me." - annoyed : "I am wretched." : "But I am strong!" : "I am the future." : "I am Zerg!" - ordered : "Yes." : "Immediately." : "Gladly." : "For the Overmind." Misc. Data - The Zerg is the only race with units created for the sole purpose of being sacrificed to deal huge amounts of damage. Sure, I've listed a few Terran and Protoss units under the "suicidal" category but all of them are simply products of other non-suicidal units. (eg. spider mines from vultures and scarabs from reavers) In the Zerg's case, units like the Infested Terran are created to die, but not before dealing 500 explosive splash damage on enemy units. Keep in mind thought that if they are KILLED and not sacrificed, they will not deal any damage at all, and this gives a great minus on their overall effectivity in the game. Not only that, these cute bombs require an Infested Command Center, which is quite hard to aquire unless you got a Terran ally who's willing to give up 400 minerals just for you. Overlord -------- Minerals - 100 Vespene Gas - 0 Build Time - 40 Supplies - 0 Hit Points - 200 Armor - 0 Shields - 0 Type - air; biological; large Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 9 Upgrades - sight : range + 2 - movement : speed x 2 - ability : load and unload Prerequisites - Larva Abilities - provides 8 control (supplies) - detector - load and unload - flight Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - One of the very few manifestations of Zerg versatility, the overlord not only is a detector and can do some serious transporting for your ground units, it also is---or rather its main function is---a supply provider! The Zerg Hatchery/ Lair/Hive is the worst supply-providing building in the game since it only gives you 1(!) supply, but to compensate the Zerg has under its control a supply-providing unit! Like the Terran and Protoss' main supply-providers, the overlord gives its allies a good 8 supply; but unfortunately unlike Terran and Protoss transports, overlords move as slow as hell, even after upgrading their movement speed. Still, their detector (and flight, I almost forgot) ability compensates for all that and makes them one of the most versatile units in the game. Mutalisk -------- Minerals - 100 Vespene Gas - 100 Build Time - 40 Supplies - 2 Hit Points - 120 Armor - 0 Shields - 0 Type - air; biological; small Ground - weapon : Glave Wurm - damage : 9 normal splash - cooldown : 30 - range : 3 Air - weapon : Glave Wurm - damage : 9 normal splash - cooldown : 30 - range : 3 Sight - 7 Upgrades - ground weapon : damage + 1 - air weapon : damage + 1 - ability : Guardian Aspect Prerequisites - Larva - Spire Abilities - ground attack - air attack - flight - Guardian Aspect Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - The mutalisk is yet another good sign of the Zerg being a "quantity over quality" race. They cost a lot lower and are fully developed in a relatively shorter time compared to the other two races' basic air units, namely the Terran wraith and the Protoss scout. Even their mode of attack can serve as a big proof that the Zerg really do believe that large numbers are better than individual strength. Normally, splash damage would cause harm to your own allies since the damage is dealt no matter what. With mutalisks however, splash damage is redefined. The good news is mutalisk splash damage will only affect enemy units; the bad news is it can only affect 3 enemy units at a time, but it really ain't that bad, trust me, you'll appreciate this kind of splash, which deals 9 damage to the first target, 2 damage to the second, and 1 damage to the third, than the normal type of splash which deals the designated damage to ALL the units in the area, ally or not. Guardian -------- Minerals - 150 Vespene Gas - 200 Build Time - 40 Supplies - 2 Hit Points - 150 Armor - 0 Shields - 0 Type - air; biological; large Ground - weapon : Acid Spore - damage : 20 normal - cooldown : 30 - range : 8 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 11 Upgrades - ground weapon : damage + 2 Prerequisites - Larva - Greater Spire Abilities - ground attack - flight Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - "Ain't no mountain high enough, ain't no valley low enough, ain't no river wide enough, to keep me from you!" This old yet famous song quote pretty much describes the usefulness of the Zerg guardian in terms of getting through whatever ground-based defense (building attackers in particular) the opponent has set up just for you. The guardian has an outstanding reach, rivaled only by a siege tank in siege mode, but since it has the inate ability to fly, siege tanks can't touch it, thus it is virtually unstoppable by any ground defense an opponent can think of, especially since most of these defenses are static, and if ever some are mobile, will still go through a tough struggle before finally eradicating your forces. The solution here is to use air units, and that's why guardians should always be accompanied by at least double their number of mutalisks. Queen ----- Minerals - 100 Vespene Gas - 150 Build Time - 50 Supplies - 2 Hit Points - 120 Armor - 0 Shields - 0 Type - air; biological; medium Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 10 Upgrades - spells : Spawn Broodling : Ensnare : energy + 50 Prerequisites - Larva - Queen's Nest Abilities - flight - Parasite - Spawn Broodling - Ensnare - Infest Command Center Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - The queen is your advanced spell caster (even though they come earlier than the defiler). Besides having the fastest movement speed among the spell casters, this air unit also has the inate ability to cast Parasite on any unit in the game. What this spell does is provide info on everything that its host sees, meaning if you cast parasite on a retreating enemy unit, then you'll see where he's headed and if you're luckier than you thought, even get to view his entire base---through his own unit's eyes! The queen's other two spells (researched at the Queen's Nest) are the Ensnare and the Spawn Broodling. The former is a spell that may be cast on any unit or group of units in the game, and its main effect is to decrease both the said unit's movement and attack speed. Now for the Spawn Broodling. This spell may only be cast on ground units, and the effect is the worst you could do to an opponent--- kill him. As a plus, two units, called broodlings, are spawned from the enemy unit's slain body, and though pretty useless, are extra units under your command nonetheless. Scourge ------- Minerals - 12 Vespene Gas - 38 Build Time - 30 Supplies - 0.5 Hit Points - 25 Armor - 0 Shields - 0 Type - air; biological; small Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : itself - damage : 110 normal suicidal - cooldown : n/a - range : 1 Sight - 5 Upgrades - none Prerequisites - Larva - Spire Abilities - air attack - flight Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky growls - ordered : / Misc. Data - As the infested terran aims to sacrifice itself in order to deal great damage on ground opponents, the scourge is its airborne counterpart. Scourges are definitely a lot cheaper than infested terrans, and do not require a terran player in the game in order to come out. They also are, even at their cheap price, on a "buy one, take one" basis thus are easy to flood your base with. They do have their advantages however, since first of all they are airborne and cannot attack ground units, especially buildings, unless they're lifted off. Secondly, they do not do as much damage as the infested terran, and worse their damage is no splash. Lastly, they have an even shorter HP count and can easily be killed by air units doing nothing at the moment. Still, their cheap price makes them a good stand-by just in case the opponent pulls off a massive battlecruiser/guardian/carrier assault. Sunken Colony ------------- Minerals - 75 Vespene Gas - 0 Build Time - 20 Supplies - 0 Hit Points - 400 Armor - 0 Shields - 0 Type - ground; large Ground - weapon : Subterranean Tentacles - damage : 40 explosive - cooldown : n/a - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 10 Upgrades - none Prerequisites - Creep Colony - Spawning Pool Abilities - ground attack Quotes - ready : \ - selected : \ none - annoyed : / of course - ordered : / Misc. Data - This is one of the two building attackers I was talking about, and it sure is a handy thing to have especially whenever your opponents plan to attack early in the game. Most likely he'll use a pure ground assault, and since this building, the Sunken Colony, attacks from below, your guaranteed a tough defense, at least until air or ultra long-range ground units arrive. Spore Colony ------------ Minerals - 75 Vespene Gas - 0 Build Time - 20 Supplies - 0 Hit Points - 400 Armor - 0 Shields - 0 Type - ground; large Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : Seeker Spores - damage : 15 normal - cooldown : 15 - range : 7 Sight - 10 Upgrades - none Prerequisites - Creep Colony - Evolution Chamber Abilities - detector - air attack Quotes - ready : \ - selected : \ none - annoyed : / of course - ordered : / Misc. Data - The Spore Colony is the second attacking building the Zerg race has to offer, and has definitely proven itself to be invaluable in countless situations. Besides automatically attacking every single enemy air unit in sight, it is a detector, meaning cloaked wraiths have no chance of entering an opponent's Spore Colony filled base unharmed. Beware though, since these building attackers will only prove useful until the opponent decides to build higher level units like the battlecruiser, the carrier, and especially the guardian. These units can whack tons of Spore Colonies without suffering a scratch, so the only way to effectively defend against them is providing air-to-air encounters. Larva ----- Minerals - n/a Vespene Gas - n/a Build Time - n/a Supplies - n/a Hit Points - 25 Armor - 10 Shields - 0 Type - ground; biological; small Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 4 Upgrades - none Prerequisites - Hatchery Abilities - morph Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky sounds - ordered : / Misc. Data - The larva is the single most versatile unit in the game!!! (well, in a way, well, sort of, well...awwww maybe not!) Seriously though, what the larva can do is to morph itself into any other more useful unit in the game, thus its versatility. By itself it really is nothing more than a road hump, but with a handful of minerals, a bucket of processed vespene gas, and the right Zerg buildings, it could be ANYTHING the Zerg could dream of. Egg --- Minerals - n/a Vespene Gas - n/a Build Time - n/a Supplies - n/a Hit Points - 200 Armor - 10 Shields - 0 Type - ground; biological; large Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 4 Upgrades - none Prerequisites - Larva Abilities - cancel morph Quotes - ready : \ - selected : \ just a whole - annoyed : / lotta yucky sounds - ordered : / Misc. Data - Ok, I only included this for the sake of showing you its stats, but really you'll have nothing to do with these units, since you'll only see them everytime you morph a larva into a more useful unit, and the morphing ain't done yet. Of course, the only ability it has, or rather the only button you can click in its menu is the "Cancel Morph" button which would kill the egg along with the unit growing within it and the larva from which it came. The trick is to be careful when choosing the units to morph, since stopping an egg from morphing into another unit will kill the egg, thus leaving you with the task of waiting for another larva to come out of the Hatchery/ Lair/Hive, and believe me, this wait can be downright tiresome. Probe ----- Minerals - 50 Vespene Gas - 0 Build Time - 20 Supplies - 1 Hit Points - 20 Armor - 0 Shields - 20 Type - ground; robotic; small Ground - weapon : Particle Beam - damage : 5 normal - cooldown : 22 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 8 Upgrades - none Prerequisites - Nexus Abilities - ground attack - build (warp) - gather Quotes - ready : \ - selected : \ purely robotic sounds (though there is - annoyed : / one which seems Protoss in language) - ordered : / Misc. Data - Overall the SCV is the most versatile worker in the game, but if building construction and ONLY building construction is taken under consideration, then it would be a unanimous decision that the Protoss probe is the best worker in the game. Why? Consider this: Terran SCVs use their own arms and legs to construct the buildings they are assigned to, therefore would not be able to do anything else unless they leave the unfinished building unattented or they finish the construction altogether. Zerg drones are worse; they BECOME the building they're supposed to construct, therefore canceling all the previous uses they had as a worker. The Protoss probe, however, simply open portals when instructed to construct Protoss buildings. These portals send in the desired buildings by themselves, thus can be left alone by the probe, which in turn could either open more portals that send in more buildings or just do some serious gathering. Zealot ------ Minerals - 100 Vespene Gas - 0 Build Time - 40 Supplies - 2 Hit Points - 80 Armor - 1 Shields - 80 Type - ground; biological; small Ground - weapon : Psi Blades - damage : 16 normal - cooldown : 22 - range : 1 Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - ground weapon : damage + 2 - movement : speed x 2 Prerequisites - Gateway Abilities - ground attack Quotes - ready : "My life for Aiur!" - selected : "What now calls?" : "(may be of Protoss language)" : "I long for combat." : "(may be of Protoss language)" - annoyed : "En taro Adun." : "All for the empire." : "Doom to all who threten homeworld." - ordered : "Thou corrupt." ------------- | | -----> makes no sense so is probably really of Protoss language and I just heard wrong. : "Thus I serve." : "Honor guide me." : "For Adun." Misc. Data - In my opinion one of the best units in the game, the zealots are the only basic attackers in the game which you could still use quite effectively in terms of offense way after 30 mins has passed. They cost the most and take the longest to train among the three basic attackers, but one could easily see how worthy a zealot is of its high price. And while one of them wouldn't stand a chance against his mineral's worth of zerglings, the more members a group of tightly packed zealots have, the less their mineral's worth of zerglings stand a chance. This is so because the tendency of a Zerg player battling his zerglings with your zealots is to leave some zerglings out, usually those who no longer have any gap to attack from. To illustrate, imagine a single zealot battling its mineral's worth of zerglings (four, to be exact)---not much of a chance, huh? Now imagine a group of six zealots tightly packed. It would take a little less than twenty zerglings to completely surround them, and that would no longer be a one on four situation, thus more chances of winning for the Protoss zealot. Also don't forget that official Starcraft rules state that a player is eliminated when he/she does not have a single building left, and it's the Protoss zealot that can fully take advantage of this rule. I mean, you can just swarm your zealots in his base, and though they are helpless against air units, there won't be enough to finish all your zealots off before THEY finish all HIS BUILDINGS off! Dragoon ------- Minerals - 125 Vespene Gas - 50 Build Time - 40 Supplies - 2 Hit Points - 100 Armor - 1 Shields - 80 Type - ground; mechanical; large Ground - weapon : Phase Disruptor - damage : 20 explosive - cooldown : 30 - range : 4 Air - weapon : Phase Disruptor - damage : 20 explosive - cooldown : 30 - range : 4 Sight - 8 Upgrades - ground weapon : damage + 2 : range + 2 - air weapon : damage + 2 : range + 2 Prerequisites - Gateway - Cybernetics Core Abilities - ground attack - air attack Quotes - ready : "I have returned." - selected : "Receiving..." : "Awaiting instructions..." : "Transmit." : "Input command." : "(may be of Protoss language)" : "(may be of Protoss language)" : "Make use of me." : "I am needed." - annoyed : "Unauthorized transmission." : "Incorrect protocol." : "(error tone) Drop your weapon, you have 15 to comply..." : "5....4...3..2.1(attack sound)" - ordered : "Confirmed." : "Initiating..." : "(may be of Protoss language)" : "(may be of Protoss language)" : "Commencing..." : "(may be of Protoss language)" : "For vengeance." Misc. Data - But there will always be situations where an army of zealots just aren't enough finish the opponent off before his air units eradicate them all, especially in the Terran's case, where buildings could be lifted off. Thus you may need a little help from units that can attack airborne enemies, and the dragoon is the cheapest way to get that help. These dragoons can keep your opponent's air force busy while your zealots go for their buildings and/or workers, though in rare cases, especially again in the Terran's case where buildings can be airborne, it may be the other way around. I really do not recommend attacking only with dragoons though, since they deal explosive damage thus are at a disadvantage against certain units. What you can always do with them is situate them near Photon Cannons, since the two work mighty well together in repelling the opponent's basic air units. Photon Cannons detect the cloaked attackers, while the dragoons finish them all off, saving you the time and space needed to construct an equal amount of Photon Cannons. High Templar ------------ Minerals - 50 Vespene Gas - 150 Build Time - 50 Supplies - 2 Hit Points - 40 Armor - 0 Shields - 40 Type - ground; biological; small Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 7 Upgrades - spells : Psionic Storm : Hallucination : energy + 50 Prerequisites - Gateway - Templar Archives Abilities - Psionic Storm - Hallucination - Archon Meld Quotes - ready : "(may be of Protoss language)" - selected : "Your thoughts?" : "(may be of Protoss language)" : "I heed thy call." : "State thy being." - annoyed : "Your thoughts betray you." : "I see you have an apetite for destruction." : "And you learned to use your illusion." : "But I find your lack of control disturbing." - ordered : "You think as I do." : "It shall be done." : "My path is set." : "(may be of Protoss language)" Misc. Data - High templars are your basic spell casters, and yet again serve as proof that the Protoss really do believe in its "Quality over quantity" slogan. These "priests" have in their arsenal every kind of trick to drive swarms or legions of enemy forces away, all by themselves! Their first trick: the Psionic Storm. When cast, this spell enables the high templar sends forth a wave of psionic eminations that crack like lightning and thunder in the brains or even circuitries of whatever unit is within the storm (no buildings though), and will continue to wear this unit or group of units out till they die or become really low on HP. Theese units can, however, move away from the affected area to stop themselves from sustaining any more damage. But since a single fully charged high templar can cast up to three of them spells, he's bound to take out at least one batch of attackers! Second trick: the Hallucination. With this spell high templars create an exact duplicate of the unit on which the spell was cast (well, two copies actually). These duplicates, in the enemy's eyes, are as real as can be, only they can't deal any damage and would immediately vanish upon being the target of another spell. Still, they are a very good way of scaring your enemies off till you find the time to replace those copies with the real deal. Third and last trick is the Archon Meld. This spell/ability will of course give the Protoss player an archon under his control, but he must know that the price for such a unit is the same TWO high templars used to cast it, since they have joined to become the archon and will forever be inseparable. Mind your that archons are also good swarm handlers since they deal a nice 30 damage on both air and ground units, with range 3, (not 1), and most importantly, of the type NORMAL SPLASH. Archon ------ Minerals - n/a Vespene Gas - n/a Build Time - 20 Supplies - n/a Hit Points - 10 Armor - 0 Shields - 350 Type - ground; large Ground - weapon : Psionic Shockwave - damage : 30 normal splash - cooldown : 20 - range : 2 Air - weapon : Psionic Shockwave - damage : 30 normal splash - cooldown : 20 - range : 2 Sight - 8 Upgrades - ground weapon : damage + 3 - air weapon : damage + 3 Prerequisites - High Templar Abilities - ground attack - air attack Quotes - ready : "The merging is complete." - selected : "We burn." : "We need focus." : "(of Protoss language)" : "Power overwhelming!" ------------------- | | -----> Starcraft invinsibility cheat (for single player mode) - annoyed : "It all looks so different on this side." : "Break on through!" : "It's beautiful..." : "They should have sent a poet." - ordered : "Destroy." : "Annihilate." : "Obliterate." : "Eradicate." Misc. Data - Hooyaah!! Archons are the best! They rule! I could win most matches with one batch o them, and 2-3 batches for more than one opponent! Heh, well, that is, IF there are no Terrans with their dreaded EMP Shockwaves around. You see, EMP shockwaves reduce all that can be charged up---including shields---to zero. And since archons are 97% shields, they won't have much to defend themselves with after a taste of the shockwave. But even after being shockwaved, archons can still wreck havoc, that is, (once again) IF there are no siege-moded siege tanks to finish them off. If there are, then you're screwed. Head back to your base and start warping in some air units. Reaver ------ Minerals - 200 Vespene Gas - 100 Build Time - 70 Supplies - 4 Hit Points - 100 Armor - 0 Shields - 80 Type - ground; robotic; large Ground - weapon : Scarab - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 10 Upgrades - Scarab : capacity + 5 Prerequisites - Robotic Facility - Robotics Support Bay Abilities - ground attack - build Scarab Quotes - ready : \ - selected : \ purely - annoyed : / robotic sounds - ordered : / Misc. Data - The Protoss is the only race with units created for the sole purpose of storing even more units inside their bodies, and these stored units, once released, would blindlessly attack the desired enemy units in sight. And the reaver is one of those units. Its sole purpose is to hold scarabs in its hangar, and to release these "bombs" towards enemy property. One of the main disadvantages of a reaver is its speed, since it looks like a caterpillar, and moves just about as slow as one. The faster ground units can take it out before it could take anything out, and if air units find their way to it, it's sure as dead. Scarab ------ Minerals - 15 Vespene Gas - 0 Build Time - 7 Supplies - 0 Hit Points - n/a Armor - n/a Shields - n/a Type - ground; medium Ground - weapon : itself - damage : 100 suicidal explosive splash - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - n/a Upgrades - ground weapon : damage + 25 Prerequisites - Reaver Abilities - ground attack Quotes - ready : \ - selected : \ none since it - annoyed : / can't be clicked - ordered : / Misc. Data - The scarabs, as mentioned, are but ammunition for the mighty reaver. Their advantages include, of course, their damage---100 and upgradable to 125!---which makes them similar to the Terran spider mine, only they can't be killed and they can very well be replenished at the low, low price of 15 bucks. Scarabs are also heat-seeking, and will stay alive until it finds a new target in cases where its former target is currently unreachable (eg. cloaked, on stasis, or already dead) Shuttle ------- Minerals - 200 Vespene Gas - 0 Build Time - 60 Supplies - 2 Hit Points - 80 Armor - 1 Shields - 60 Type - air; robotic; large Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 8 Upgrades - movement : speed x 2 Prerequisites - Robotic Facility Abilities - flight - load and unload Quotes - ready : \ - selected : \ purely - annoyed : / robotic sounds - ordered : / Misc. Data - There are cases when only a ground unit can do the job but there are just too many blocking factors in thr terrain (eg. bodies of water) that no ground unit could pass through. And this is where the shuttle butts in. Its ability to load and unload different ground units in the game can prove very useful in countless situations, situations like having to go around a tough frontal defense, needing to expand on an island, etc, etc, etc. Each shuttle has eight small slots with which to hold its units, but not all units occupy only one slot. The high templar, for example, occupies two slots while the reaver occupies four. Observer -------- Minerals - 25 Vespene Gas - 75 Build Time - 40 Supplies - 1 Hit Points - 40 Armor - 0 Shields - 20 Type - air; robotic; small Ground - weapon : none - damage : n/a - cooldown : n/a - range : n/a Air - weapon : none - damage : n/a - cooldown : n/a - range : n/a Sight - 9 Upgrades - sight : range + 2 - movement : speed x 2 Prerequisites - Robotics Facility - Observatory Abilities - detector - flight - permanent cloaking Quotes - ready : \ purely - selected : / robotic sounds - annoyed : "I sense a soul in search of answers." ------------------------------------ | | -----> sounds like this observer's been spying on Adria, the witch from the game "Diablo". : "It sounds like...a huge, gargantuan, swollen, --------------------------------------------- bloated mushroom!" | ----------------- | | | | | -------------------> and again another Diablo quote. This time it's from Griswold, the game's blacksmith : "One small step for man, one giant...(static) --------------------------------- ...Stop Poking Meeee!" | ----------------- | | -----> ain't it | obvious | where this | came from? | -----> Warcraft's pissed Orc quote : \ will someone help me out with these remaining : / quotes? They're say something about Warcraft. - ordered : > purely robotic sounds Misc. Data - Observers have two highly invaluable uses: One, because they are relatively small, can fly, and are permanently cloaked, you may very well use them to scout for enemy units, defensively or offensively. By defensively I mean distributing a good number of observers way outside your base to warn you of any incoming attacks the opponent may be having just for you. On the other hand, by offensively I mean situating an observer somewhere in the opponent's base unreachable by all his detector's sight ranges put together. This way you can see his development as well as what type of units he'll use against you. This spot is often non-existent for good players, especially for the Zerg, but it won't hurt to try, after all it's just a measly 25 in minerals and 75 in gas. Number two, observers are detectors, thus will render all cloaking and burrowing skills of the enemy useless. Again, you may use this feature defensively and offensively, since you can use it to help detect all kinds of cloaked attackers as well as help take out burrowed units before swarming the opponent's base. All in all, the observer is a must for any semi-long term games or even longer. Scout ----- Minerals - 300 Vespene Gas - 150 Build Time - 80 Supplies - 3 Hit Points - 150 Armor - 0 Shields - 100 Type - air; mechanical; large Ground - weapon : Dual Photon Blasters - damage : 8 normal - cooldown : 30 - range : 4 Air - weapon : Anti-matter Missiles - damage : 28 explosive - cooldown : 22 - range : 4 Sight - 8 Upgrades - ground weapon : damage + 1 - air weapon : damage + 2 - sight : range + 2 - movement : speed x 2 Prerequisites - Stargate Abilities - ground attack - air attack - flight Quotes - ready : "Teleport successful." - selected : "Awaiting command." : "Standing by..." : "Contact." : "Cho'Gall?" --------- | | -----> from Warcraft 2 - annoyed : "Single unstable (echoing)" : "(sound waves) Psionic link, dissipating." : "Adjusting your transmission..." : "Adun...(voice tightening and hard to understand)" : "(not sure but..)Solarized Shot Hearers reengaged." - ordered : "Due yours." : "(may be of Protoss language)" : "Look who's acknowledged." ---------- | | -----> Nah, judging by the scout pilot's noble personality, this shouldn't be true. : "It will be done." Misc. Data - The scout, in my opinion, is the best air unit around. It'd be a cold day in hell before a mutalisk could take it out two-on-one, and even if there were three mutalisks against one scout, the two would get killed and the last one would have half its HP left. For the wraiths, two of them against one scout would result in one getting killed and the other one escaping with half his life---cool! On the ground, however, there are a number of units that can put a scout's life in danger, since its ground weapon is just as weak as the Terran wraith's. Examples of these ground units are the goliath, the hydralisk(a bunch of them), and the archon itself. Still, it is one of my favorite units in the game and is the cause of many of my most basic wins. Carrier ------- Minerals - 350 Vespene Gas - 250 Build Time - 140 Supplies - 8 Hit Points - 300 Armor - 4 Shields - 150 Type - air; mechanical; large Ground - weapon : Interceptor - damage : 0 - cooldown : 0 - range : 8 Air - weapon : Interceptor - damage : 0 - cooldown : 0 - range : 8 Sight - 11 Upgrades - Interceptor : capacity + 4 Prerequisites - Stargate - Fleet Beacon Abilities - ground attack - air attack - flight - build Interceptor Quotes - ready : "Carrier has arrived." - selected : "Instructions?" : "Your command?" : "(may be of Protoss language)" : "(may be of Protoss language)" - annoyed : "Our enemies our legions." : "And still you procrastinate." : "Command, or you will be relieved..." : "This is not an idle threat!" - ordered : "Commencing..." : "(may be of Protoss language)" : "(may be of Protoss language)" : "Affirmative." Misc. Data - Carriers take a real while to reach their full potential, but when they do, they'll ROCK!! (not always, but at least sometimes) The thing is, carriers can't survive alone, especially when it still doesn't have its hangar upgrade, which is the only upgrade that can make it somewhat stand a chance against the battlecruiser, the only other mothership in the game. Even so, a fully charged battclecruiser can just Yamato blast his way through half your carrier's life, thus is still the dominant ship. And that's why I really do not recommend using this air unit, which by the way is the second Protoss unit ever made for the sole purpose of storing even more units within its body. These units are called interceptors, and though can play a good role in confusing enemy units, will all explode along with the carrier from which they came if that carrier gets whacked. Interceptor ----------- Minerals - 25 Vespene Gas - 0 Build Time - 20 Supplies - 0 Hit Points - 40 Armor - 0 Shields - 40 Type - air; mechanical; small Ground - weapon : Pulse Cannon - damage : 6 normal - cooldown : 0 - range : n/a Air - weapon : Pulse Cannon - damage : 6 normal - cooldown : 0 - range : n/a Sight - n/a Upgrades - ground weapon : damage + 1 - air weapon : damage + 1 Prerequisites - Carrier Abilities - ground attack - air attack - flight Quotes - ready : \ - selected : \ purely - annoyed : / robotic sounds - ordered : / Misc. Data - The interceptors, as mentioned, are but ammunition for the "mighty" carrier. They are the smallest air units in the game, (even smaller than the scourge in my opinion) and consequently use the weakest of air weapons. They do, however, come in fours (or eights when upgraded) thus are still able to wreck havoc if not properly dealt with. Their mode of attack is one of the coolest I've seen, and winning through a whole lotta interceptors really make a player look flashy. In the said attack mode, the interceptor flies in a certain loop or orbit, and at one point of this "loop", (usually that which is nearest the target) it shoots out two small beams from its Pulse Cannon and hits the enemy while on the way back to the carrier from which it came---cool, huh? Arbiter ------- Minerals - 100 Vespene Gas - 350 Build Time - 160 Supplies - 4 Hit Points - 200 Armor - 1 Shields - 150 Type - air; mechanical; large Ground - weapon : Phase Disruptor Cannon - damage : 10 explosive - cooldown : 45 - range : 5 Air - weapon : Phase Disruptor Cannon - damage : 10 explosive - cooldown : 45 - range : 5 Sight - 9 Upgrades - ground attack : damage + 1 - air attack : damage + 1 - spells : Stasis Field : Recall : energy + 50 Prerequisites - Stargate - Arbiter Tribunal Abilities - ground attack - air attack - flight - Stasis Field - Recall - cloaking nearby subordinates Quotes - ready : "Warp field stabilized." - selected : "We feel your presence." : "(may be of Protoss language)" : "(may be of Protoss language)" : "We are vigilant." - annoyed : "We sense a soul in search of answers." ------------------------------------- | | -----> Hey, this is what the witch Adria says in another Blizzard game called "Diablo"! Either Blizzard wants fans of both Starcraft and Diablo to appreciate their work or they're just running out of quotes ;) : "Do you seek knowledge of time travel?" ------------------------------------- | | -----> Another supposed parallelism between these two great games. =P : "We take that as a yes." : "And now for your first lesson, (sinister laugh)" : "(rewinding sound) Do you seek knowledge of time travel?" - ordered : "In Khast's name..." ------- | | -----> not sure, not sure. : "(may be of Protoss language)" : "(may be of Protoss language)" Misc. Data - The sole unit on the top of the Protoss tech tree, the arbiter is the said race's advanced spell caster---and its spells really are ADVANCED. Spell number one is the Stasis Field. It encases all units in the target area within a blue crystal of some sort, making these units invulnerable as well as immobile for a whole minute, which could decide the outcome of the match. They are, in a way, "taken out" of the game since they cannot attack nor can they be attacked; they also cannot cast spells nor be the target of any, and any abilities they may have had (like detector and cloaking abilities) will be temporarily disabled. Everything else will go on as if the affected units weren't there at all. Spell number two is called Recall. This is one of the few spells that may target any area in the map, and its purpose is to teleport all your units present in the target area to where the arbiter currently is. And since the arbiter has a third ability, the ability to cloak ALL nearby units (your units) in the game, casting Recall on an army of yours somewhere else into where your arbiter is (hopefully in the middle of an opponent's base) will result in you instantly having a cloaked army under your control! Photon Cannon ------------- Minerals - 150 Vespene Gas - 0 Build Time - 50 Supplies - 0 Hit Points - 100 Armor - 0 Shields - 100 Type - ground; large Ground - weapon : STS Photon Cannon - damage : 20 normal - cooldown : 22 - range : 7 Air - weapon : STA Photon Cannon - damage : 20 normal - cooldown : 22 - range : 7 Sight - 11 Upgrades - none Prerequisites - Forge Abilities - ground attack - air attack - detector Quotes - ready : \ - selected : \ none - annoyed : / of course - ordered : / Misc. Data - The Photon Cannon is the only attacking building the Protoss race has to offer, and has definitely proven itself to be invaluable in countless situations. Besides automatically attacking every single enemy unit (ground AND air) in sight, it is a detector, meaning cloaked wraiths have no chance of entering an opponent's Photon Cannon filled base unharmed. Beware though, since these building attackers will only prove useful until the opponent decides to build higher level units like the battlecruiser, the carrier, and especially the guardian. These units can whack tons of Photon Cannons without suffering a scratch, so the only way to effectively defend against them is providing air-to-air encounters. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ _ _ ____ ____ ____ ___ _ _ ____ ____ ____ ____ ( \/ ) (_ _)( )_( )( ___) (_ _)( ___) / __)( )_( ) (_ _)( _ \( ___)( ___) \ / )( ) _ ( )__) )( )__) ( (__ ) _ ( )( ) / )__) )__) \/ () (__) (_) (_)(____) (__) (____) \___)(_) (_) (__) (_)\_)(____)(____) Every unit, building, and upgrade has its own immediate requirements and/ or pre-requisites. This section aims to further explain that aspect of the game graphically so as to make it easier to comprehend. As of now, I can only do the buildings part of the tech tree. If anyone could suggest anyway to include the units and upgrades in this illustration without increasing its overall width (length is just fine), please mail me bout it, ok? Here goes: TERRAN: ---------------- ¦ Nuclear Silo ¦ ---------------- | \ | \ | -------------- --------------- | ¦ Covert Ops ¦ ¦ Physics Lab ¦ | -------------- --------------- | \ / | -------------------- ----------------- | ¦ Science Facility ¦ ¦ Control Tower ¦ | -------------------- ----------------- | ------------------ \ / | ¦ Comsat Station ¦ ------------ ---------- | ------------------ ¦ Starport ¦ ¦ Armory ¦ | | \______ ------------ ---------- | | \ \ / | | ---------- ----------- ----------- ---------------- | | ¦ Bunker ¦ ¦ Academy ¦ _ ¦ Factory ¦ --- ¦ Machine Shop ¦ | | ---------- ----------- _/ ----------- ---------------- | | \ | / ----------- | |__________ ------------ ------------------- ¦ Missile ¦ | \ ¦ Barracks ¦ ¦ Engineering Bay ¦ --- ¦ Turret ¦ |______________ \ ------------ ------------------- ----------- \ \ \ / ---------------- \ \ ------------------ ------------ ¦ Supply Depot ¦ ------ ¦ Command Center ¦ ¦ Refinery ¦ ---------------- ------------------ ------------ ZERG: ----------- ------------- --------- ----------- ¦ Defiler ¦ ¦ Ultralisk ¦ ¦ Nydus ¦ ¦ Greater ¦ ¦ Mound ¦ ¦ Cavern ¦ ¦ Canal ¦ ¦ Spire ¦ ----------- ------------- --------- ----------- \ \ | / | \ -------- / | \--------------¦ Hive ¦--/ | -------- | | | ---------------- --------- ¦ Queen's Nest ¦ ¦ Spire ¦ ---------------- --------- \ | -------- ¦ Lair ¦ ---------------- ----------------- ----------------- -------- ¦ Spore Colony ¦ ¦ Sunken Colony ¦ ¦ Hydralisk Den ¦ / / ---------------- ----------------- ----------------- / / | \ / \ / / ____/ | ---------------- ----------------- / / | ¦ Creep Colony ¦ ¦ Spawning Pool ¦ ------/ / | ---------------- ----------------- / | --------------------- | _______/ ----- ¦ Evolution Chamber ¦ | / --------------------- | / \ | / ------------ ------------- ¦ Hatchery ¦ ¦ Extractor ¦ ------------ ------------- PROTOSS: --------------- -------------------- ¦ Observatory ¦ ¦ Arbiter Tribunal ¦ --------------- -------------------- \ ---------------- / | \ ¦ Fleet Beacon ¦ _____/ | \ ---------------- / | ------------------------ \ \ / -------------------- ¦ Robotics Support Bay ¦ \ ------------ ¦ Templar Archives ¦ ------------------------ | ¦ Stargate ¦ -------------------- | | ------------ | --------------------- | ------------------- ¦ Robotics Facility ¦ | ¦ Citadel of Adun ¦ --------------------- | ------------------- \ | / ------------------ -------------------- ¦ Shield Battery ¦ ¦ Cybernetics Core ¦ ------------------ -------------------- \ / ----------- --------- ----------------- ¦ Gateway ¦ ¦ Forge ¦ --- ¦ Photon Cannon ¦ ----------- --------- ----------------- \ / --------- --------- --------------- ¦ Pylon ¦ ¦ Nexus ¦ ¦ Assimilator ¦ --------- --------- --------------- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ _____ ____ _____ ___ ___ ( \/ )(_ _) ( _ \( _ \( _ )(_ _)( _ )/ __)/ __) \ / _)(_ )___/ ) / )(_)( )( )(_)( \__ \\__ \ \/ (____)() (__) (_)\_)(_____) (__) (_____)(___/(___/ ___ __ __ __ ____ __ ____ ___ _ _ / __) /__\ ( \/ )( _ \ /__\ (_ _) / __) ( \( ) ( (__ /(__)\ ) ( )___/ /(__)\ _)(_ ( (_-. ) ( \___)(__)(__)(_/\/\_)(__) (__)(__)(____) \___/ (_)\_) __ __ _____ ____ ____ ( \/ )( _ )( _ \ ( ___) ) ( )(_)( )(_) ) )__) (_/\/\_)(_____)(____/ (____) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ ____ ____ ____ __ _ _ ( \/ )(_ _)(_ _) (_ _)( ___)( _ \( _ \ /__\ ( \( ) \ / _)(_ _)(_ )( )__) ) / ) / /(__)\ ) ( \/ (____)(____)() (__) (____)(_)\_)(_)\_)(__)(__)(_)\_) ___ __ __ __ ____ __ ____ ___ _ _ / __) /__\ ( \/ )( _ \ /__\ (_ _) / __)( \( ) ( (__ /(__)\ ) ( )___/ /(__)\ _)(_ ( (_-. ) ( \___)(__)(__)(_/\/\_)(__) (__)(__)(____) \___/(_)\_) __ __ _____ ____ ____ ( \/ )( _ )( _ \ ( ___) ) ( )(_)( )(_) ) )__) (_/\/\_)(_____)(____/ (____) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ ____ ____ ____ ___ ( \/ )(_ _)(_ _)(_ _) (_ )( ___)( _ \ / __) \ / _)(_ _)(_ _)(_ / /_ )__) ) /( (_-. \/ (____)(____)(____)() (____)(____)(_)\_) \___/ ___ __ __ __ ____ __ ____ ___ _ _ / __) /__\ ( \/ )( _ \ /__\ (_ _) / __)( \( ) ( (__ /(__)\ ) ( )___/ /(__)\ _)(_ ( (_-. ) ( \___)(__)(__)(_/\/\_)(__) (__)(__)(____) \___/(_)\_) __ __ _____ ____ ____ ( \/ )( _ )( _ \ ( ___) ) ( )(_)( )(_) ) )__) (_/\/\_)(_____)(____/ (____) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ ____ ____ ____ __ _____ ___ __ __ ____ (_ _)( \/ ) ( ___)( _ \(_ _)( ) ( _ ) / __)( )( )( ___) _)(_ ) ( )__) )___/ _)(_ )(__ )(_)( ( (_-. )(__)( )__) (____)(_/\_)() (____)(__) (____)(____)(_____) \___/(______)(____) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ __ ____ ____ ____ ____ ____ _____ _ _ __ __ ( \/ ) /__\ ( _ \ ( _ \ (_ _)(_ _)(_ _)( _ )( \( ) /__\ ( ) ) ( /(__)\ )(_) ) )(_) ) _)(_ )( _)(_ )(_)( ) ( /(__)\ )(__ (_/\_)() (__)(__)(____/ (____/ (____) (__) (____)(_____)(_)\_)(__)(__)(____) ___ __ __ __ ____ __ ____ ___ _ _ ___ / __) /__\ ( \/ )( _ \ /__\ (_ _) / __)( \( )/ __) ( (__ /(__)\ ) ( )___/ /(__)\ _)(_ ( (_-. ) ( \__ \ \___)(__)(__)(_/\/\_)(__) (__)(__)(____) \___/(_)\_)(___/ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ __ __ __ __ __ ____ ____ ____ __ __ _ _ ____ ____ ( \/ )(_ _) ( \/ )( )( )( ) (_ _)(_ _)( _ \( ) /__\ ( \/ )( ___)( _ \ ) ( _)(_ ) ( )(__)( )(__ )( _)(_ )___/ )(__ /(__)\ \ / )__) ) / (_/\_)(____)() (_/\/\_)(______)(____) (__) (____)(__) (____)(__)(__) (__) (____)(_)\_) ___ ____ ____ __ ____ ____ ___ ____ ____ ___ / __)(_ _)( _ \ /__\ (_ _)( ___) / __)(_ _)( ___)/ __) \__ \ )( ) / /(__)\ )( )__) ( (_-. _)(_ )__) \__ \ (___/ (__) (_)\_)(__)(__) (__) (____) \___/(____)(____)(___/ Of course, completing every mission the single player mode has to offer is just the tip of the iceberg. All it does is familiarize you with each and every unit in the game, as well as provide some cool storyline details. Now you must venture into the real Starcraft world, where your enemies are human beings such as yourself, not some dumb AI that can only win through an inhuman ability to simultaneously control multiple units and give them multiple tasks. Dealing with human opponents would require a little adjusting to, though I'm sure playing through the single player mode should have already given you a few tips to get you started. Nevertheless, I wrote this section to mention a few of the many multiplayer tricks and strategies you can apply to each unit's strengths and weaknesses. Hope you learn a lot. Choice of Race -------------- One of the very first problems a Starcraft newbie would experience is having to decide which race suits him fine. Well, this is what I have to say: No race is at a total disadvantage, and anyone who's interested enough can very well learn to play all three races in the game. All you have to do is know the "theme" of each race, so as to avoid pulling off the wrong strategy for the right race. Below is a brief description of what each race has to offer: The Terrans: theme - versatility advantages - repairability of most units - liftoff ability of most buildings - no building site requirements - best military intelligence in the game (via Scanner Sweep) - cloaking ability of some units - highly effective defense strategies - the nuke disadvantages - buildings catch fire and burn up when low on HP; and eventually explode - units are next to useless without their additional abilities - addons are required for every building before production of most units in that building can take place The Zerg: theme - overwhelming numbers advantages - cheap units w/ fast production rate - almost immune to strategies that require cloaking - totally immune to the Lockdown spell - burrowing for most ground units - teritory (Creep) cannot be built upon by buildings of the other two races - regeneration of HP - the infested terrans disadvantages - loss of drones upon production of buildings - only one unit-producing building - does not have an all-purpose air unit The Protoss: theme - power and toughness advantages - self-constructing buildings - instantly replenishable shields (via Shield Battery) - best building attacker in the game (Photon Cannon) - best spy in the game (observer) - has (but does not totally depend on) the most useful spells in the game - best cloaker in the game (arbiter) - the archon (against Zerg and fellow Protoss) disadvantages - totally vulnerable to the EMP Shockwave spell - the archon (against Terrans) - too many building prerequisites Choice of Game Type ------------------- Not knowing which game type does what to the game can mean total loss for any Starcraft player, and while most of you would be choosing the basic melee mode (where you start out with four workers and a worker- producing building and play as you normally would), it won't hurt to try all the other game types this Blizzard product has to offer, namely: Team melee : same as Melee mode, you still start out with four workers and a headquarters, but if you and another player are in the same team, you'll both control the very same units! Starting out with the headquarters of one race and the workers of all the others is also possible here, depending on how many are on one team. Free for all : same as Melee mode, you still start out with four workers and a headquarters, but no one can ally themselves among other players, and even computer opponents can't form alliances. Team free for all : same as Free for all mode, you still start out with four workers and a headquarters, and no one can form any type of alliance whatsoever, but there is an exception; if you and another player are in the same team, you'll both control the very same units! Capture the flag : same as Melee mode, you still start out with four workers and a headquarters, but this time each player is given a flag that after a few minutes. That flag's location (called a "beacon") can be moved once at the beginning of the game. Flags can only be carried by workers (SCVs, drones, and probes). Bringing an enemy flag to another player's flag beacon instantly kills that flag's owner. Team capture the flag : same as Capture the flag mode, you still start out with four workers and a headquarters, and bringing an enemy flag to another player's flag beacon instantly kills that flag's owner, but there is an exception; if you and another player are in the same team, you'll both control the very same units, defend but one flag beacon! Use map settings : this type of game depends on the amount of programming that went in creating the chosen map. You may start out with more than four workers, or may start out with none. It all depends on the map's settings, this type of map may even have a storyline to it, and give you a set of heroes just like in the campaign mode, it really is just all up to the programmer. Maps with settings other than those for the other types of play are usually labeled "USE MAP SETTINGS" under their titles. One on one : same as Melee mode, you still start out with four workers and a headquarters, but the game is limited to only two players: you can your opponent. Greed : same as Melee mode, you still start out with four workers and a headquarters, but the winner is not the only one who has at least one building left, rather it is the one who first gathers the required amount of minerals Slaughter : same as Melee mode, you still start out with four workers and a headquarters, but the winner is not the only one who has at least one building left, rather it is the one who, when the set time runs out, garners the most points, which are granted for every unit or building a player has killed or destroyed. Sudden Death : same as Melee mode, you still start out with four workers and a headquarters, but the winner is not the only one who has at least one building left, rather it is the one who first destroys the enemy headquarters. Ladder : same as Free for all mode, you still start out with four workers and a headquarters, and no one can form any type of alliance whatsoever, but only ladder maps are allowed, and the results will be recorded and compared to other's scores, the highest of which for the month will win a prize from Blizzard. Choice of Battlefield --------------------- Ok, now you have to choose which battlefield suits your type of play fine. And the answer is...you don't have to, or better yet, it ain't about which battlefield suits your style of play fine, rather it's all about which of the many styles of play under your arsenal suits the chosen battlefield fine. And yes, in order to be a good Starcraft player, you MUST have a whole lotta strategies in mind, not just one or two or even three. But you might be wonderin', "What's in a map?", "What's in a terrain?" Well, there's a LOT. Terrains can very well be the deciding factor of any games' general outcome, so don't you dare take any terrain for granted, less you want it to turn against you. Below are the basics rules of the terrain as well as the different types of battlefields known to Starcraft players: Bigger is slower: Maps come in different sizes and shapes, and so does the strategies that come with them. But the general thought is this: the bigger the map is, or rather the farther you are situated from your opponent, the longer it would take for the match to end. This is so because in maps such as these, producing units faster than your opponent won't guarantee you victory early on. To illustrate, suppose you can build a certain unit at the rate of 15 per minute, while your opponent can do ten in the same period of time. If you attack early, say, as soon as you have produced 30 units, your opponent now has 20, and he'd normally lose. However, if it takes you a whole minute to reach his base, he'll have a good 30 by the time you do, and considering the fact that he's STILL sending in more, AND the fact that he has building attackers to help him out, your attack will fail. Not so if you waited a while longer, say, til you get 60. Get the point? Don't get too excited when the map is too big or you are just too far from the opponent. Have the patience to go slow and you'll have the upperhand, in due time. Choke points must be : First things first, I'll define what a choke point taken advantage of is, then I'll give the strategies that come with it. A choke point is a small or narrow piece of land (like a bridge) that leads to a larger one, most likely a resource area or a player's base. And since choke points are the only ways a ground unit can enter a resource area or another player's base without the help of transport units, it's clearly vital to master the art of defending and breaking through the defenses of the different choke points found in the game. For the Terrans, defending choke points mean building Bunkers right next to choke point openings and using siege-moded siege tanks to back these bunkers up. It's best to fill your Bunkers with a combination of marines and firebats, depending on what type of unit your opponent keeps stacking up. If you don't know what to expect, just fill each Bunker with three marines and a firebat. And don't forget your Missile Turrets. They're simply a must for any Terran defense. Breaking through one is of course much easier, if you have the right units, especially the long range ones like the siege tank and the battlecruiser. For the Zerg, build as many Sunken Colonies as you can upon the choke point openings, but leave some space for a few Spore Colonies. Then fill up the choke points themselves with tons o' hydralisks, burrowed of course. As for the total destruction of well-fortified choke point defenses, guardians can do that job single-handedly, though you have to worry bout his own air units, cause guardians can't defend themselves from those things. Just back these guardians up with some anti-air units and you'll be fine. Lastly for the Protoss, choke points should be filled with Photon Cannons, but not too much, just to hold the first wave off. After that, use tons of high templars with Psionic Storms to take out swarms of the opponent's units with ease. And don't forget to morph these templars into archons if using up their energies just wasn't enough. Oh and by the way, carriers are your best bet AGAINST choke points, but you have to have a lot of them, fully upgraded especially in the interceptor capacity part. There's more than : Few people know exactly what to do with island maps meets the islands the first time they get to battle in one, but in reality the strategies that come with it have a common concept---air superiority is the key. The Zerg are the ones particularly affected by island situations, since they'll instantly have the upperhand early on, with their detector of an overlord serving as an early scout and instant transport unit soon enough. Later in the game, however, it's also the Zerg who's likely to loose and this is also because of the overlord, since these are flying units themselves thus are easy targets for enemy planes. Not only that, island maps don't have choke points of any kind, and knowing this seems to make you feel half the Zerg guardian's worth drift away. One last thing: DO NOT, by any means, forget about the fact that long range ground unit attackers can whack opponent's men, EVEN if a body of water separates the two groups, as long as they're close enough. Knowing this fact will prove to be useful time and again, and can, in more ways than one, catch an opponent off-guard. Height is might : Nope, I ain't talkin bout no unit heights, what I'm tryin to say is that ground units on a higher piece of land will ALWAYS do what he does better than those ground units below him. We all know that anyone from a valley can't see what's on top of the mountain unless he actually climbs it, while it won't take much effort for anyone on the top of the mountain to view the whole valley. This is also quite true for Starcraft, since highland areas that are unexplored will remain unexplored til an air unit of yours passes by the area, or a ground unit actually "climbs" his way to it (highlands can sometimes have links to the valleys below and these are where all ground units can pass). As for attacking, if unit A is on higher ground and unit B is not and they engage in battle, unit A will be granted a larger sight range and become a more efficient killer, while unit B, besides having to come closer to be able to open fire, will "miss" (not dealing any damage at all) in some of his attacks. Don't just parade, : There are things such as "doodads" in Starcraft like get some shade trees for the jungles and metallic wind mills for space platforms. While these items may seem nothing but nice tries from the map makers to give their masterpieces a touch of random realism, they too come with strategies of their own, since they can be used to "hide" your own ground units, especially the very small ones like marines, hydralisks, and dragoons. The idea of hiding these units under the shade provided by certain doodads is to allow them to open fire on unsuspecting opponents, and continue to do so until they are finally found (thus I said hydralisks and dragoons instead of zerglings and zealots respectively. Detectors cannot be of any help in these situations, but leaving your units without tasks to accomplish will allow them to automatically open fire on their opponents, doodad-hidden or not. Scouts n' Spies --------------- No war is won without military intelligence, and Starcraft is one of the few war games that actually give an emphasis on that fact by ensuring that no single strategy can ever be formulated to win in all types of matches wherever they are held. With this in mind, a good Starcraft player must therefore ALWAYS depend his strategies on those being done by his opponent, for if he doesn't, there is a great chance of him losing the game. This is where scouts and spies fulfill their role. Scouts are used by most Starcraft players to gain some info on the general location of an opponent, his base, and his armies (if they aren't all in one place). Spies, on the other hand, differ from the scouts in the sense that they aim to STAY where they found the opponent instead of retreating or sacrificing themselves. Scouts are what you can get early in the game, but later on you must shift to using spies in order to be fully updated on your opponents' actions. Terran scouts include the marine for its expendability, the ghost for its cloaking ability, and the wraith for its flight. Science vessels may also serve as scouts, but their high costs makes it risky to use them as such. And don't forget about the Scanner Sweep, which is arguably the best scout in the game---just cast it anywhere that smells fishy and voila! Instant enemy info! As for spies, the Terrans will only have temporary ones, since their cloaking abilities don't last forever, their science vessel is too big to remain unseen, and their Scanner Sweep is only temporary for very obvious reasons. On to the Zerg---their scouts include the zergling for their expendability, the mutalisk for its flight, and the overlord for its availability. But it's spying that Zerg players do best, since besides their queen's Parasite spell, their ground units' burrowing ability can enable them to distribute burrowed zerglings throughout the map and instantly detect any incoming attacks from their opponents. And for the Protoss, both the tasks of scouting and spying fall under one unit---no, not the Scout---the observer. Its tiny body, coupled with its ability to fly, its detector ability, and its permanent cloaking feature, make it the best scout, and more importantly, spy in the game. If you could just manage to place one of these in the middle of an opponent's base before he starts constructing his detectors, chances are you'll find a "blind spot" where the observer could remain, giving you all the info you'll need on your opponent's strengths and weaknesses. Rushes ------ Just like a game of chess, it is expected of good Starcraft players to have already memorized at the very least a handful of the many openings they and their opponents could do as soon as the match begins. And the bulk of these openings fall under the category of "rushes" which revolve around the concept of stacking up and using your most basic units to take out the opponent swiftly and easily. Usually this makes up the whole game of average and below average players, but since no rush can be successful if the right counter-rush has been applied, matches between Starcraft experts only use rushes as "opening moves" to try and catch their opponents off guard, which seldom happens, thus both continue til the mid and end parts of the game. Going back to the rush, each race has its basic rules for efficient rushing, more popularly known as their "build-orders" as shown below: Terran - build fifth SCV - gather with four other SCVs - gather with fifth SCV - build sixth SCV - build seventh SCV - gather with sixth SCV - gather with seventh SCV & build first Barracks - build eight SCV & build first Supply Depot - train first and second marine - train third marine & build second Barracks - at this point you can use your first marine to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a third and fourth Barracks to come your way (while still scouting for your enemies) so you could produce more than 20 marines and attack with that. Zerg - morph fifth drone - gather with four other drones - scout with overlord - gather with fifth drone - morph Spawning Pool with fifth drone - morph sixth drone - gather with sixth drone - morph first six zerglings - at this point you can use your first zergling to help your overlord scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a second Hatchery as well as a third and fourth overlord to come your way (while still scouting for your enemies) so you could produce more than 40 zerglings and attack with that. Protoss - warp fifth probe - gather with four other probes - gather with fifth probe - warp sixth probe - warp seventh probe - gather with sixth probe - warp first Pylon & gather with seventh probe - warp eight probe & warp first Gateway - warp second Gateway & gather with eight probe - warp first and second zealot & warp second Pylon - warp third and fourth zealot - warp second Pylon & warp fourth and fifth zealot - at this point you can use your first zealot to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a third and Gateway to come your way (while still scouting for your enemies) so you could produce more than 10 zealots and attack with that. There are, however, many other kinds of rushes. In fact, more than half the units in the game has its own version of a rush! And though they may not be as fast a rush as the three basic ones already mentioned, they can still gain you a win if your opponent was expecting something else. More details on the three basic rushes and many more will be found in the Rushes section. Combos ------ No unit is a god of war, thus it will always have its fair share of weaknesses. It is therefore the job of a good Starcraft player to know of these weaknesses and deal with them accordingly through the strengths of the other units under his control. Combined, many units will fill each other's gaps and ensure victory. Spell casters are one of the best units to include in combos, but combos were never limited to these types of units. Very seldom will two of a unit with both ground and air weapons fare better than a combo of a ground attacker and an air attacker in the battlefield, thus another proof of the obvious need for combos. And you thought only fighting games had them, didn't you? A more elaborate discussion on each and every combo known to Starcraft players will be found in my Combos section. Teamwork -------- But still, even with all their units combined, no race can be called a perfect killing machine, since it will STILL have it's weaknesses thus need of a more complicated type of combo, one that is only possible through teamwork, more preferably with an ally using a race different from yours. Multi-racial combos simply fill up more gaps and weaknesses and even create new strengths for supposedly average units. Once again, it's the spell casters of each race that could prove to be forces to reckon with, but yes, multi-racial combos are not limited to these versatile units. And with an alliance composed of all three races, using the right teamwork moves, there is no chance even for four people using the same race, forming an alliance among themselves, to win. Further discussions will be found in my Teamwork section. Retreats n' Counters -------------------- It's not a common practice for most Starcraft players to retreat, sometimes because they'll have a next batch of attackers anyway, and other times because they know that their units would die anyway if chased during a retreat, and just concentrate on maximizing the damage the said unit could ever deal. But that's not always the case, and retreating is not always supposed to be caused by a failed attempt to wipe an enemy out. Ever heard of hit and run tactics? Yup, that's how retreating should be done, BEFORE any of your units take a good beating, but AFTER these units have whacked something important from the enemy (like workers, supply providers, etc). Hit and run tactics are especially recommended for the basic air units,(wraiths, mutalisks, and scouts) since they can fly (fast enough) and hit both ground and air units. The trick is to ignore your opponent's perimeter and central defenses and just hammer on whatever building or group of units you choose. And after the mission's been accomplished, immediately pull out all units involved to have them repaired (for the Terrans), regenerated (for the Zerg), or recharged (for Protoss shields). For Terran opponents, besides, their SCVs, it's best to target their Supply Depots, science vessels, and lone battlecruisers for these are the most useful yet most helpless units they have. Targeting siege-moded siege tanks is also a stress-reliever, but make sure they ain't guarded by marine-filled Bunkers or by tons of Missile Turrets. For the Zerg, besides their workers and Nydus Canals, just concentrate on their overlords. Overlords are the most helpless unit that come in abundance in the game, and since the Zerg NEED this abundance, cutting their overlord supply by half could very well mean their bitter end. And lastly for the Protoss, don't even dare killing an arbiter before anything else (unless it's cloaking something or lotsa things), cause if you do, and it casts Stasis Field before it dies, chances are you'll get a Psionic Storm in your face afterwards. Just target the probes, the zealots (cause they CAN do much if not attended to) and my favorite unit to whack with an air force, the reaver! Counters, on the other hand, include but are not limited to what you can do after you've become a victim of hit and run tactics. Besides, replenishing your supply of what is lost, you can do one of three things: construct more defensive units and buildings so as to make your base a little harder to pass through the next time around, OR you can chase those cowards and give 'em all you've got till they all die, OR lastly you can try to reach their base before they do since there's a good chance of that base being defenseless. And even if it's not, then you can just pull off a hit and run tactic of your own. Other counters include what you can do when and after being rushed (unsuccesfully of course), after or even during an opponent's swarm attack, after a nuclear launch was detected, etc. It mostly is in a case to case basis, but here are a few pointers: For the rush, experiencing one in which the opponent's units clearly out number yours, use your workers to even the odds. Most likely a rushing opponent aims for your workers, so if all your other attacking unit are dead, try running your workers around your base til reinforcements arrive, that way you'll lose as less workers as possible. You may also use hit and run tactics if they're targeting your buildings and not your workers. When being swarmed, any unit with splash damage can be your best friend. Terrans have the almighty siege tank, but not much when pitted against air units, but least they have goliaths, which, though not equipped with splash damage, are mighty effective against mist air units. The Zerg will always have their slimy spells like the queen's Ensnare, which would dramatically decrease a unit's overall speed, and the defiler's Plague which does the same to any unit's HP! But really it's the Protoss who were trained to handle swarms with ease. First off, they have reavers that out heavy ground artillery with one blow, then there's their high templars with their Psionic Storms, also able to take out a multitude of opponents up to three consecutive times, and if that ain't enough, the archon meld to give you a highly damaging, (not to mention splash) unit. And if that ain't enough, the arbiter's Stasis Field spell can cut an army's strength in two, making it easier for you take them all out. Drops n' Outposts ----------------- Once you get the general feel of the game, you'd be looking for' more solutions your most common of problems like frontal defenses that are just too tough for you to handle. But like I said, no known defense is impenetrable. These seemingly tough frontal defenses will always have their weakness, and especially for the not-so-good Starcraft players, these weakness can easily be take advantage of by drops and outposts. Each race's transport unit (dropships, overlords, and shuttles) are the main men in a dropping operation, since the whole conept of dropping revolves around getting your ground units inside the opponent's base without having to go through his tough frontal defense. Most of the time I use a drop on the enemy's workers, but dropping isn't limited there. You may also use drops to take out important buildings, maybe even their "headquarters" if you're fast enough. You may also take out their detectors and building attackers, in order for your REAL attack to have a higher chance of success. From where do you do the drop? The answer is definitely NOT through the opponent's frontal defenses, rather through the other parts of his base, specifically those without or with a few building attackers in the vicinity. This is to ensure that your transport unit doesn't die before unloading everything, cause if that happens, every unit still in it will die too. Outposts, on the other hand, are the slower but surer ways to get through these defenses, and it involves taking out the defenses themselves, rather than trying your best to ignore them, only to find that there are more at the base's center. Each race has a different type of outpost, and so I took the liberty to discuss each here: Terran : involves - SCVs - marines - siege tanks - Bunkers - Missile Turrets : concept - The siege tanks should be able to get free hits on the opponent's perimeter defenses, while the marine- filled bunkers back them up in case short range units try to attack. The Missile Turrets should serve as anti-air devices as well as detectors, while the SCVs are there to repair damaged units and buildings as well as construct more Bunkers and Missile Turrets closer to the opponent's base after his perimeter defenses have been leveled by the siege tanks (in siege mode, of course) Zerg : involves - hydralisks - Sunken Colonies - Spore Colonies - Nydus Canals : concept - Zerg is worst race in terms of outposting, since none of their buildings besides their headquarters itself can be built on areas without creep. Thus for on outpost to be possible for the Zerg, you either have to create another Hatchery in the middle of the map (very unlikely) or you can just morph in Creep Colonies all the way to the desired spot. These Creep Colonies can of course be morphed into Sunken and Spore Colonies, and that's just what you should do. Now, create a Nydus Canal in your base and morph an exit anywhere near the opponent's base, then send in your hydralisks! These creatures can also do some hit and run, so as to lure their opponents into the loving arms of Sunken and Spore Colonies. Protoss : involves - probes - zealots - reavers - Pylons - Shield Batteries - Photon Cannons : concept - Against the Terrans you may use this outpost the Zerg way, and against the Zerg you may use it the Terran way. For the Protoss you can do either, but how exactly do you apply both Terran and Zerg outpost strategies for the Protoss? Simple. Doing it the Terran way means the reavers should be able to get free hits on the opponent's perimeter defenses, while the zealots back them up in case short range units try to attack. The Photon Cannons should serve as anti-air devices as well as detectors, while the probes are there to construct more Pylons and Photon Cannons closer to the opponent's base after his perimeter defenses have been leveled by the reavers. On the other hand, doing it the Zerg way means your zealots can also do some hit and run, so as to lure their opponents into the the awesome power of the reavers, coupled with the Photon Cannons create by your probes. And while all this is happening, you can use the Shield Batteries to recharge your zealots and have them go for another hit and run. Text Messages ------------- WTF!? Strategies for text messaging? Sure there are. Not much, but since ya got nuthin to lose but precious time, it's always worth a try. First of all, you need to use text messaging to more easily gain an ally. While actions may speak louder than words, many people on Bnet are just too dumb to notice that you're trying to help them out, and in return even attack. Tell them what you want (in this case alliance) and be direct to the point, but say it in a non-forceful way cause people tend to resist force no matter what. Then you need to use text messaging for the allies you have gained. It's up to you when and what to send, but usually you'll wanna say something when you need or are trying to offer help. You and a partner may also try to use text messaging to plan things out, since two allied players with an allied plan can take out even three allied opponents who play as if they weren't allies (eg. attacking on their own, defending on their own, etc). Lastly, you need to learn how to use text messaging on your enemies, and yes you can, and it can be in more ways than one: First trick is to use text messaging to bully your enemies and make them think that you're being a smart-mouth simply because you can afford to be one, meaning you simply are better than the opposition. This works in two ways, one, it can really take away an opponent's self-confidence and affect his style of play, and two, it can infuriate a fellow smart-mouth and cause him to attack blindlessly at your well-constructed base, thus making him an easy target for counter attacks. Second trick is to ask tons o' newbie questions like, "Hey, where do I get those large ships?" or, "Why's my map showing my base and nothing else?". And this again can work in two ways, one, it can arouse a sense of pity among your opponents and leave you be while you amass the fleet of the century, and two, it can lead merciless thugs into thinking that your base would probably be undefended and launch a scrubby attack, only to find that his units are long gone. Third and my favorite text message trick is to type the message, "has left the game." Get it? If my name was JChristopher, it would have printed, "JChristopher: has left the game." and you'll notice people in the game start ignoring you. (hehehehehe) This especially works in large maps, where passing through your base will never be part of a direct route towards another. This way people will leave you be and as long as you don't show any activity when an opponent's around, AND you put all your units on hold, there's a fair chance of you winning the game, you shrewd little devil you...^_~ Tips and Tricks --------------- - ALLIANCES: always accept alliance offers, since two people working together can win even against three who are not. Besides, declining an alliance offer from one person might cause him to form alliances with the other people in the game, thus will easily wreck havoc in your base. Be alert though, of back stabbers who usually show their true color once the common enemy is near elimination. - ANTI-CLOAKING DEVICES: while sending in detectors may be the most direct and common solution to a cloaked attack, there are other ways worth trying. First of all, if the cloaked attackers are coupled with non-cloakers, you can just hit these non-cloakers with attacks that have splash damage in them, cause this splash will affect all nearby units, cloaked or not. Secondly, there are spells such as the Scanner Sweep, the Ensnare, and the Plague which can and will reveal all the cloaked units in the target area. The Parasite spell is also a good anti-cloaking device, since it prevents its host from ever becoming unseen in your eyes, and if cast on an opponent's detector, will also reveal all cloaked units by its side! But really, whenever you suspect a bunch of cloaked units in a certain area, there's no need to detect those cloaked morons, just PSI STORM that area, and kill them on the spot! - DEFENSE: defend not only the perimeter of your base, but the center as well. Not all people get scared by a few hits from building attackers, and if their transport units get through, and you don't have central defense, it's all over for you. - DETECTOR ABILITY: never, at any point during and beyond midgame, lose control of all your detectors. Always have reserve detectors at your base. Not doing so may mean victory for your opponents, especially if they're using the Terran race. - DO THE DRONE MATH: when going for mass zerglings or hydralisks, it won't hurt to have a little mineral advantage, and this is how you do it: After morphing in your ninth drone, you normally would not be able to morph another one till you morph in your second overlord. But that is so untrue. Morph your ninth drone into an Extractor to decrease your "supplies used" by one. NOW morph in your tenth drone, then CANCEL the creation of the Extractor. Proceed as you normally would. - EXPANSION: once your mineral clusters start changing in form (starting to appear scarce), it's way past time to create a second base. Don't let this happen without a second base yet, for if you do, you'll get behind in the production race. Reserve a good 400 minerals and start sendin worker scouts! - IRRADIATE: casting an Irradiate spell on a non-biological unit is one of the lamest and most useless things to do, right? Wrong! It actually is a very good tactic (when being attacked by tons o' biological units) to cast Irradiate spells on your own units, say, on your battlecruisers, and have them fly over your opponents. Not only will they kill the opposition through their devastating blasts, but also through the stench that you just gave them---cool! - PARASITE: whenever a queen's energy reaches it's full potential, there's no use in just letting her be, waiting for the opportunity to cast her more powerful spells like the Ensnare and the Spawn Broodling. Always try to cast Parasite somewhere in the entire map for added scouts and spies. After all, the Parasite spell costs a measly 75 in energy, and it won't stop a queen from casting her other spells in case the need suddenly arises. What to Parasite? I really recommend parasiting one or all of three things: the opponent's weakest units, his strongest units, or the critters! The weakests units, say, the workers, would most likely not be clicked that often, but is the most active unit in any player's base. Casting Parasite on them will give you a better view on the different areas of the opponent's base. On the other hand, casting Parasite on the opponent's strongest units will enable you to detect any incoming attacks from that particular unit and the army that comes with it. Lastly, casting Parasite on the game's critters (neutral animals that wander the area) will have both an advantage and a disadvantage: The advantage is critters are the last things an opponent would consider a threat to his base, so unless it's blocking his path, it could be your greatest spy! The bad news is, since you cannot control the critters, they may just wander off to an uninhabited area and not serve as a spy to your opponent's base. - RESOURCE MANAGEMENT: never allow your mineral and vespene count to go well over 500, since no unit costs more than that, and that simply implies that somewhere in your base a worker or a building is not doing anything, OR you just need to have more buildings (possibly even a new base) to produce and upgrade your armies a lot faster. If, however, you have exceeded your supply limit of 200, then there's nothing more to do but attack! - ROAD BLOCKS: try constructing Supply Depots in FRONT of the Bunkers that guard your choke points. These buildings will ensure that no ground unit can just ignore your Bunkers and go for what's inside your base. While this strategy can prove useless against most units in the game, at least you won't have to worry bout losing to a swarm of the enemies' short range ground units. - SCANNER SWEEP: the Scanner Sweep is the only thing a Comsat Station can do, so might as well use it in an unexplored area in the map whenever it's energy is full, rather than just letting it sit there, waiting forever for cloaked units to attack your base. After all, the Scanner Sweep is one of the cheapest spells in the game, and casting one when your energy is full won't prevent you from casting a couple more when the need arises. One last thing: some units in the game will have a larger attack range than sight (eg. siege tanks in siege mode) thus will render their "extra" attack range useless since they still cannot attack what they cannot see. However, using the Scanner Sweep to fill that gap, you can now utilize that unit's full attacking potential. - SCOUTING: when using early scouts like the overlord, try not to enter each resource area through the most direct route from your base. (eg. If you're from the south and you suspect the opponent to come from the north, try entering the northern part of the map through the right and not from below) This way you can fool the opponent into thinking that your base is situated somewhere else. - TARGET LOCKING: unless your attacking units have splash damage, always attack ONE unit at a time. By doing this you can reduce the total amount of damage your armies will take since the opponent's gonna get one attacker less in a shorter period of time. Oh, I forgot to tell you in previous versions of this faq that the above strategy works mostly on air units. Ground units may or may not attack one enemy unit at a time, since if your ground units are just gonna spend a good amount of time circling round their target, might as well order them to target something else. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ __ __ ___ _ _ ____ ___ ( \/ )(_ _)(_ _) ( _ \( )( )/ __)( )_( )( ___)/ __) ) ( _)(_ _)(_ ) / )(__)( \__ \ ) _ ( )__) \__ \ (_/\_)(____)(____)() (_)\_)(______)(___/(_) (_)(____)(___/ As mentioned, it is expected of good Starcraft players to have already memorized at the very least a handful of the many openings they and their opponents could do as soon as the match begins. The bulk of these openings fall under the category of "rushes". More than half the units in the game has its own version of a rush, and though they may not be as fast a rush as the three basic ones already mentioned, they can still gain you a win if your opponent was expecting something else. Here are a few of the many rushes that can be done successfully under the right circumstances: Marine rush ----------- Concept - marines are the first unit attackers you can get your hands on, thus are exactly what you'll need to pull off the fastest rush a Terran player can do. Build Order - build fifth SCV - gather with four other SCVs - gather with fifth SCV - build sixth SCV - build seventh SCV - gather with sixth SCV - gather with seventh SCV & build first Barracks - build eight SCV & build first Supply Depot - train first and second marine - train third marine & build second Barracks And so... - at this point you can use your first marine to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a third and fourth Barracks to come your way (while still scouting for your enemies) so you could produce more than 20 marines and attack with that. Ghost rush ---------- Concept - you really did not think you could defeat an opponent with ghosts alone, did you? These units deal pitiful damage, and are not trained for open air combat. They do, however, have in their arsenal the almighty nuke, and this is what makes them worthy of their own version of a rush. Build Order - build fifth SCV - gather with four other SCVs - gather with fifth SCV - build sixth SCV - build seventh SCV - gather with sixth SCV - gather with seventh SCV & build first Barracks - build eight SCV & build first Supply Depot - build Refinery & build Academy - build ninth and tenth SCV - gather with ninth and tenth SCV - build eleventh and twelfth SCV - gather gas with eleventh and twelfth SCV - build second Supply Depot & build Factory - build thirteenth and fourteenth SCV - gather with thirteenth SCV - gather gas with fourteenth SCV & build Starport - train first and second marine & build Bunker - train third and fourth marine & build Science Facility - enter marines into Bunker & build second Bunker - train fifth and sixth marine & build Covert Ops - train seventh and eight marine & build third Supply Depot - upgrade Personnel Cloaking & build Nuclear Silo - enter marines into Bunker & train first ghost - arm Nuclear Silo & upgrade Ocular Implants And so... - at this point you can use your first ghost to scout for the enemy and if he's close enough, attack with what you have. You may also try constructing yet another Command Center from which you could attach a second Nuclear Silo, and build your second nuke. THEN attack! The marines and the Bunkers, by the way (trained with the use of SURPLUS minerals), will stop some lame rushes from taking your base out with one blow, giving you enough time to launch your nukes. Vulture rush ------------ Concept - if both you and an opponent did not attack each other early on, chances are he's going for the more high-tech units in the game, possibly flyers, and so it's a whole lot better to use your vultures, ignore whatever high-tech units he may have, and just whack every worker and building you can get their fragmentation grenades on. A pretty risky strategy though, since it all fails if the opponent concentrates on long range ground units and tightly sealed choke point defenses. Build Order - build fifth SCV - gather with four other SCVs - gather with fifth SCV - build sixth SCV - build seventh SCV - gather with sixth SCV - gather with seventh SCV & build first Barracks - build eight SCV & build first Supply Depot - build Refinery - build ninth and tenth SCV - gather with ninth and tenth SCV - build eleventh and twelfth SCV - gather gas with eleventh and twelfth SCV & build Factory - build second Supply Depot & build second Factory - build first vulture & build Machine Shop - build second and third vulture & research Spider Mines - build fourth and fifth vulture & build third Factory - build third Supply Depot & research Ion Thrusters - build sixth, seventh, and eight vulture & plant spider mines And so... - at this point you can use your first vulture to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a fourth Factory to come your way (while still scouting for your enemies) so you could produce more than 20 vultures and auxillary SCVs (for repairing) and attack with that. Siege Tank rush --------------- Concept - if both you and an opponent did not attack each other early on, chances are he's going for the more high-tech units in the game, possibly flyers, and so it's a whole lot better to use your siege tanks, ignore whatever high-tech units he may have, and just whack his whole base slowly but surely. You may also leave some in your base for defense purposes; pretty cool rush if ya ask me. Build Order - build fifth SCV - gather with four other SCVs - gather with fifth SCV - build sixth SCV - build seventh SCV - gather with sixth SCV - gather with seventh SCV & build first Barracks - build eight SCV & build first Supply Depot - build Refinery - build ninth and tenth SCV - gather with ninth and tenth SCV - build eleventh and twelfth SCV - gather gas with eleventh and twelfth SCV & build Factory - build second Supply Depot & build second Factory - build first Machine Shop - research Siege Tech & build first siege tank - build third Supply Depot & build second Machine Shop - build second and third siege tank - build forth and fifth siege tank And so... - at this point you can use your first SCV to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a third Factory to come your way (while still scouting for your enemies) so you could produce more than 10 siege tanks and attack with that. Getting yourself an Armory and upgrading vehicle weapons is also an option before attacking. Wraith rush ----------- Concept - if both you and an opponent did not attack each other early on, chances are he's going for the more high-tech units in the game, possibly flyers, and so it's a whole lot better to use your wraiths, bypass whatever high-tech units he may have via cloaking field, and just whack his whole base slowly but surely. This strategy is particularly risky for Zerg opponents, who have detectors everywhere, but still worth the try. Build Order - build fifth SCV - gather with four other SCVs - gather with fifth SCV - build sixth SCV - build seventh SCV - gather with sixth SCV - gather with seventh SCV & build first Barracks - build eight SCV & build first Supply Depot - build Refinery - build ninth and tenth SCV - gather with ninth and tenth SCV - build eleventh and twelfth SCV - gather gas with eleventh and twelfth SCV & build Factory - build second Supply Depot - build thirteenth and fourteenth SCV - gather with thirteenth and fourteenth SCV - build first and second Starport - build third Supply Depot - build first wraith & build first Control Tower - build second and third wraith & research Cloaking Field - build fourth and fifth wraith - build sixth and seventh wraith And so... - at this point you can use your first wraith to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a third Starport to come your way (while still scouting for your enemies) so you could produce more than 10 wraiths and attack with that. Researching the Apollo Reactor is also an option before attacking Zergling rush ------------- Concept - zerglings are the first unit attackers you can get your hands on, thus are exactly what you'll need to pull off the fastest rush a Zerg player can do. Build Order - morph fifth drone - gather with four other drones - scout with overlord - gather with fifth drone - morph Spawning Pool with fifth drone - morph sixth drone - gather with sixth drone - morph first six zerglings And so... - at this point you can use your first zergling to help your overlord scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a second Hatchery as well as a third and fourth overlord to come your way (while still scouting for your enemies) so you could produce more than 40 zerglings and attack with that. Hydralisk rush -------------- Concept - zerglings will not always be able to finish the job, especially against the Terrans who can just lift their buildings off and let their allies take your zerglings out while they flee and survive. Thus I offer another type of rush, the hydralisk rush. Hydralisks, because of their ability to attack both ground and air units, will ensure the destruction of all the opponent's buildings, lifted off or not. Build Order - morph fifth drone - gather with four other drones - scout with overlord - gather with fifth drone - morph sixth, seventh, and eight drone - gather with sixth drone - morph Spawning Pool with seventh drone - gather with eight drone - morph ninth drone - morph Extractor with ninth drone - morph second overlord & morph tenth drone - scout with second overlord & morph eleventh and twelfth drone - gather gas with tenth, eleventh, and twelfth drone. - morph thirteenth and fourteenth drone - morph Hydralisk Den with thirteenth drone - morph second Hatchery with fourteenth drone - morph third overlord & morph first and second hydralisk And so... - at this point you can use your first hydralisk to help your overlord scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for both hydralisk evolutions as well as a fourth and fifth overlord to come your way (while still scouting for your enemies) so you could produce more than 20 hydralisks and attack with that. Mutalisk rush ------------- Concept - zerglings will not always be able to finish the job, especially against the Terrans who can just lift their buildings off and let their allies take your zerglings out while they flee and survive. Thus I offer yet another type of rush, the mutalisk rush. Mutalisks, because of their ability to attack both ground and air units, will ensure the destruction of all the opponent's buildings, lifted off or not. Build Order - morph fifth drone - gather with four other drones - scout with overlord - gather with fifth drone - morph sixth, seventh, and eight drone - gather with sixth drone - morph Spawning Pool with seventh drone - gather with eight drone - morph ninth drone - morph Extractor with ninth drone - morph second overlord & morph tenth drone - scout with second overlord & morph eleventh and twelfth drone - gather gas with tenth, eleventh, and twelfth drone. - morph thirteenth and fourteenth drone - morph Lair from Hatchery - gather with thirteenth and fourteenth drone - morph second Hatchery with thirteenth drone - morph Spire with fourteenth drone - morph first three mutalisks - morph next three mutalisks And so... - at this point you can use your first mutalisk to help your overlord scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for both mutalisk upgrades as well as a fourth and fifth overlord to come your way (while still scouting for your enemies) so you could produce more than 10 mutalisks and attack with that. Guardian rush ------------- Concept - even hydralisks will not always be able to finish the job, especially against the Protoss who have building attackers that CAN attack ground units, and basic ground units (zealots) that are just too powerful in groups. Thus I offer yet another type of rush, the guardian rush. Guardians, because of their ability to attack their foes from afar, will ensure the destruction of all the opponent's building attackers, basic units, and especially workers. It has its risks, like when the opponent is going for an air raid, but still its ability to wreck havoc remains, thus is one of the coolest rushes I can think of. Build Order - morph fifth drone - gather with four other drones - scout with overlord - gather with fifth drone - morph sixth, seventh, and eight drone - gather with sixth drone - morph Spawning Pool with seventh drone - gather with eight drone - morph ninth drone - morph Extractor with ninth drone - morph second overlord & morph tenth drone - scout with second overlord & morph eleventh and twelfth drone - gather gas with tenth, eleventh, and twelfth drone. - morph thirteenth and fourteenth drone - morph Lair from Hatchery - gather with thirteenth and fourteenth drone - morph Spire with thirteenth - morph Queen's Nest with fourteenth drone - morph Hive from Lair - morph first three mutalisks & morph Greater Spire from Spire - morph next three mutalisks And so... - at this point you can use your first mutalisk to help your overlord scout for the enemy and if he's close enough, bring all your mutalisks somewhere close but unseen or unreachable by ground units, morph them all into guardians, and then attack. You may, however, opt to wait for both mutalisk upgrades as well as a fourth and fifth overlord to come your way (while still scouting for your enemies) so you could produce more than 10 guardians and attack with that. Sending in a queen (for Terran opponents) to infest their Command Center is also an option while attacking. Ultralisk rush -------------- Concept - if both you and an opponent did not attack each other early on, chances are he's going for the more high-tech units in the game, possibly flyers, and so it's a whole lot better to use your ultralisks, ignore whatever high-tech units he may have, and just whack his whole base slowly but surely. You may also leave some in your base for defense purposes; pretty cool rush if ya ask me. Build Order - morph fifth drone - gather with four other drones - scout with overlord - gather with fifth drone - morph sixth, seventh, and eight drone - gather with sixth drone - morph Spawning Pool with seventh drone - gather with eight drone - morph ninth drone - morph Extractor with ninth drone - morph second overlord & morph tenth drone - scout with second overlord & morph eleventh and twelfth drone - gather gas with tenth, eleventh, and twelfth drone. - morph thirteenth and fourteenth drone - morph Lair from Hatchery - gather with thirteenth and fourteenth drone - morph Queen's Nest with thirteenth drone - morph Creep Colony with fourteenth drone - morph Hive from Lair & morph Sunken Colony from Creep Colony - morph fifteenth and sixteenth drone & morph third overlord - morph fifteenth and sixteenth drone into Creep Colonies - morph seventeenth drone - morph Sunken Colonies from Creep Colonies - morph Ultralisk Cavern with seventeenth drone - morph first six zerglings - morph first three ultralisks And so... - at this point you can use your first drone to help your overlord scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a second Hatchery to come your way (while still scouting for your enemies) so you could produce more than 10 ultralisks and attack with that. Getting yourself an Evolution Chamber and upgrading melee attacks is also an option before attacking. The Sunken Colonies and the zerglings, by the way (morphed with the use of SURPLUS minerals), will stop some lame rushes from taking your base out with one blow, giving you enough time to send in your monster-mammoths. Zealot rush ----------- Concept - zealots are the first unit attackers you can get your hands on, thus are exactly what you'll need to pull off the fastest rush a Protoss player can do. Build Order - warp fifth probe - gather with four other probes - gather with fifth probe - warp sixth probe - warp seventh probe - gather with sixth probe - warp first Pylon & gather with seventh probe - warp eight probe & warp first Gateway - warp second Gateway & gather with eight probe - warp first and second zealot & warp second Pylon - warp third and fourth zealot - warp second Pylon & warp fourth and fifth zealot And so... - at this point you can use your first zealot to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a third and Gateway to come your way (while still scouting for your enemies) so you could produce more than 10 zealots and attack with that. Dragoon rush ------------ Concept - zealots will not always be able to finish the job, especially against the Terrans who can just lift their buildings off and let their allies take your zealots out while they flee and survive. Thus I offer another type of rush, the dragoon rush. Dragoons, because of their ability to attack both ground and air units, will ensure the destruction of all the opponent's buildings, lifted off or not. Build Order - build fifth probe - gather with four other probes - gather with fifth probe - build sixth probe - build seventh probe - gather with sixth probe - warp first Pylon & gather with seventh probe - build eight probe & warp first Gateway - gather with eight probe & warp Assimilator - build ninth probe & warp Cybernetics Core - build tenth and eleventh probe - gather gas with ninth, tenth, and eleventh probe - warp first and second dragoon & warp second Gateway - warp second Pylon & warp third and fourth dragoon And so... - at this point you can use your first dragoon to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a third Gateway and the Singularity Charge upgrade to come your way (while still scouting for your enemies) so you could produce more than 20 dragoons and attack with that. Archon rush ----------- Concept - if both you and an opponent did not attack each other early on, chances are he's going for the more high-tech units in the game, possibly flyers, and so it's a whole lot better to use your archons, ignore whatever high-tech units he may have, and just whack his whole base slowly but surely. You may also leave some in your base for defense purposes; pretty cool rush if ya ask me. Note: This rush works best in maps with more than just one vespene geyser near your base. Build Order - build fifth probe - gather with four other probes - gather with fifth probe - build sixth probe - build seventh probe - gather with sixth probe - warp first Pylon & gather with seventh probe - build eight probe & warp first Assimilator - build ninth, tenth, and eleventh probe - warp second Assimilator & warp first Gateway - gather gas with ninth, tenth, and eleventh probe - build twelfth, thirteenth, and fourteenth probe - warp Cybernetics Core & warp second Pylon - gather gas with twelfth, thirteenth, and fourteenth probe - warp first zealot & warp Citadel of Adun - warp second zealot & warp second Gateway - warp third Pylon & warp Templar Archives - warp third and fourth zealot & warp fourth Pylon - warp third Gateway & train first and second high templar - summon first archon & warp third and fourth high templar - warp fifth zealot & warp fifth and sixth high templar - summon second archon & warp seventh and eighth high templar - summon third archon & warp first Shield Battery - summon fourth archon & warp second Shield Battery - warp ninth and tenth high templar & warp sixth zealot And so... - at this point you can use your first zealot to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to look for yet another vespene geyser, warp an Assimilator there, build more probes to gather from that resource, and stop warping zealots (with the use of SURPLUS minerals) to give way to more than 10 archons and attack with that. Getting yourself a Forge and upgrading ground weapons is also an option before attacking. The Shield Batteries by the way, (warped with the use of SURPLUS minerals) will help your archons stop some lame rushes from taking your base out with one blow, giving you enough time to send in your arch-angels of destruction. Reaver rush ----------- Concept - if both you and an opponent did not attack each other early on, chances are he's going for the more high-tech units in the game, possibly flyers, and so it's a whole lot better to use your reavers, bypass whatever high-tech units he may have (via shuttle help), and just whack his whole base slowly but surely. You may also leave some in your base for defense purposes; pretty cool rush if ya ask me. Build Order - build fifth probe - gather with four other probes - gather with fifth probe - build sixth probe - build seventh probe - gather with sixth probe - gather with seventh probe & warp first Pylon - build eight probe & build first Gateway - build Assimilator - build ninth and tenth probe - gather with ninth and tenth probe - build eleventh and twelfth probe & build Cybernetics Core - gather gas with eleventh and twelfth probe - build second and third Pylon - build Robotics Facility - warp first zealot - build Robotics Support Bay & warp shuttle - warp second zealot - warp first and second reaver And so... - at this point you can use your first zealot to scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for the Gravitic Thrusters upgrade to come your way, while warping in more reavers and then attack with that. The shuttle will not only get your reaver to the opponent's base faster, but will also help in retreating these units when they run out of ammo. The zealots by the way, (warped with the use of SURPLUS minerals) will help your reavers stop some lame rushes from taking your base out with one blow, giving you enough time to send in your shiny trilobytes. Scout rush ---------- Concept - if both you and an opponent did not attack each other early on, chances are he's going for the more high-tech units in the game, possibly flyers, and so it's a whole lot better to use your scouts, kill each and evert high-tech flyer he may have (scouts are good at this), and just whack his whole base slowly but surely. This is especially useful for the Zerg, since their supply providers ARE flyers, thus killing all these units will very well cripple the opponent's production rate. On the down side, this rush is very risky for Terran opponents, since even their most basic unit attacker can attack air units, and scouts just aren't that good in air-to- ground encounters. Build Order - build fifth probe - gather with four other probes - gather with fifth probe - build sixth probe - build seventh probe - gather with sixth probe - gather with seventh probe & warp first Pylon - build eight probe & build first Gateway - build Assimilator - build ninth and tenth probe - gather with ninth and tenth probe - build eleventh and twelfth probe & build Cybernetics Core - gather gas with eleventh and twelfth probe - build second and third Pylon - build build first Stargate - upgrade air weapons - warp first scout & build second Stargate - warp second and third scout And so... - at this point you can use your first scout to...what else(?) but scout for the enemy and if he's close enough, attack with what you have. You may, however, opt to wait for a second Stargate and/or Fleet Beacon to come your way in order for you to have scouts with higher quantity and/or quality. The "upgrading your air weapons" part is also just an option before attacking, but most likely you'll have the extra gathered resources to spend on it. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ ___ _____ __ __ ____ _____ ___ ( \/ )(_ _)(_ _)(_ _) / __)( _ )( \/ )( _ \( _ )/ __) ) ( _)(_ _)(_ _)(_ ( (__ )(_)( ) ( ) _ < )(_)( \__ \ (_/\_)(____)(____)(____)() \___)(_____)(_/\/\_)(____/(_____)(___/ As mentioned, no unit is a god of war, thus it will always have its fair share of weaknesses. It is therefore the job of a good Starcraft player to know of these weaknesses and deal with them accordingly through the strengths of the other units under his control. Combined, many units will fill each other's gaps and ensure victory. Spell casters are one of the best units to include in combos, but combos were never limited to these types of units. Very seldom will two of a unit with both ground and air weapons fare better than a combo of a ground attacker and an air attacker in the battlefield, thus another proof of the obvious need for combos. Below is a list of every possible combo using two units, and some using more: _______________________________________________________________________ Race____|_Attacker______|_Back-up_______|_Comments____________________| | | | | Terran | SCV | SCV | Are you kiddin me, boy!? | | | | Use this type of attack, | | | | (note: it ain't no combo) | | | | when rushing the opponent | | | | VERY early in the game; the | | | | SCV is the best worker in | | | | terms of attacks, remember? | | | | | | SCV | Marine | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Firebat | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Ghost | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Vulture | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | SCV | Siege Tank | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | SCV | Goliath | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | SCV | Wraith | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | SCV | Dropship | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | SCV | Science | Perhaps doing it the other | | | Vessel | way around is the better | | | | idea. Still, a combo of two | | | | non-attackers is quite lame | | | | an idea if ya ask me. | | | | | | SCV | Battlecruiser | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Marine | SCV | Nothing this type of combo | | | | can do that can't be done | | | | by marines alone, except in | | | | super-early rushes, where | | | | the marines will need all | | | | the help they can get. | | | | | | Marine | Marine | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Marine | Firebat | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Marine | Ghost | In the case of a mass mech | | | | attack by either Terran or | | | | Protoss, the ghosts may use | | | | their Lockdown spell to pa- | | | | ralyze those major mechs | | | | while the marines give them | | | | a good beating. | | | | | | Marine | Vulture | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Marine | Siege Tank | Marines will play some hit | | | | and run, while those tanks | | | | (in siege mode, of course) | | | | will play hit and hit. A | | | | pretty mighty combo if ya | | | | ask me. | | | | | | Marine | Goliath | Both will fare well on the | | | | ground, but when enemy air | | | | units arrive, it's time for | | | | these goliaths to do what | | | | they do best. | | | | | | Marine | Wraith | The marines will swarm the | | | | opponent's base, heavily | | | | concentrating on all nearby | | | | detectors in the base. Then | | | | come the wraiths (cloaked, | | | | of course) to finish off | | | | what remains of the marine | | | | strike. | | | | | | Marine | Dropship | Your dropship will load the | | | | marines and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? | | | | | | Marine | Science | Nothing specific for this | | | Vessel | type of combo; just use the | | | | marines for attacking, and | | | | at the same time use the | | | | science vessels for casting | | | | spells other than defensive | | | | matrix on opponents when | | | | needed. | | | | | | Marine | Battlecruiser | Always use your basic units | | | | to do basic things while | | | | the others do the more com- | | | | plicated ones. Such is true | | | | for this type of combo, | | | | where your marines will do | | | | nothing but attack the opp- | | | | onents, while your battle- | | | | cruisers use their Yamato | | | | Guns on the tougher, splash | | | | damaging enemies. | | | | | | Firebat | SCV | Nothing this type of combo | | | | can do that can't be done | | | | by firebats alone, 'cept in | | | | super-early rushes, where | | | | the firebats will need all | | | | the help they can get. | | | | | | Firebat | Marine | The strategies that come | | | | with this combo are quite | | | | simple: just use your fire- | | | | bats against his stronger | | | | but shorter-ranged ground | | | | units, while the marines | | | | continously whack them from | | | | afar. | | | | | | Firebat | Firebat | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Firebat | Ghost | Many people believe that it | | | | simply is illogical to drop | | | | a nuke in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few firebats for a | | | | well-placed nuke, would | | | | you? Would you!? | | | | | | Firebat | Vulture | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to plant your | | | | spider mines till most your | | | | firebats are killed. Spider | | | | mines can kill firebats, | | | | you know. | | | | | | Firebat | Siege Tank | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to worry 'bout | | | | the splash damage dealt by | | | | a siege-moded siege tank, | | | | since firebats are but a | | | | small price to pay for lots | | | | o' kills. | | | | | | Firebat | Goliath | Both will fare well on the | | | | ground (though firebats'll | | | | fare better), but when the | | | | opponent's air units arrive | | | | it's time for the goliath | | | | to do what it does best. | | | | | | Firebat | Wraith | The firebats will swarm the | | | | opponent's base, heavily | | | | concentrating on all nearby | | | | detectors in the base. Then | | | | come the wraiths (cloaked, | | | | of course) to finish off | | | | what remains of the firebat | | | | strike. | | | | | | Firebat | Dropship | Your dropship will load the | | | | firebats and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? | | | | | | Firebat | Science | Nothing specific for this | | | Vessel | type of combo; just use the | | | | firebats for attacking, and | | | | at the same time use the | | | | science vessels for casting | | | | spells other than defensive | | | | matrix on opponents when | | | | needed. | | | | | | Firebat | Battlecruiser | Always use your basic units | | | | to do basic things while | | | | the others do the more com- | | | | plicated ones. Such is true | | | | for this type of combo, | | | | where your firebats will do | | | | nothing but attack the opp- | | | | onents, while your battle- | | | | cruisers use their Yamato | | | | Guns on the tougher, splash | | | | damaging enemies. | | | | | | Ghost | SCV | As mentioned when done the | | | | other way around, don't use | | | | a combo such as this. It's | | | | sheer waste of minerals. | | | | | | Ghost | Marine | Nuke his base then clean it | | | | all up. 'Nuff said. | | | | | | Ghost | Firebat | Nuke his base then fire it | | | | up. Easier said than done. | | | | | | Ghost | Ghost | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Ghost | Vulture | Nuke his base then attack | | | | while planting your spider | | | | mines to ensure its steril- | | | | ity. | | | | | | Ghost | Siege Tank | Nuke his entire base then | | | | give it a good whacking. A | | | | very old strategy and one | | | | good example of winning the | | | | traditional way. | | | | | | Ghost | Goliath | Nuke his base, especially | | | | in areas where ground units | | | | are abundant, then use your | | | | goliaths to take out the | | | | other areas, since if most | | | | the opponent's ground units | | | | are taken out, goliaths are | | | | sure to dominate. | | | | | | Ghost | Wraith | Nuke his entire base then | | | | clean it all up, just like | | | | with the marines. | | | | | | Ghost | Dropship | Nuke his base then retreat | | | | with the help of your drop- | | | | ship. Mission accomplished, | | | | piece o' cake. | | | | | | Ghost | Science | Cloaking is an essential | | | Vessel | part of successful nuking, | | | | but when all fails and your | | | | ghost starts getting hit by | | | | enemy attacks, quickly cast | | | | Defensive Matrix on him to | | | | prolong his life, hopefully | | | | long enough to accomplish | | | | the mission. | | | | | | Ghost | Battlecruiser | Nuke his entire base then | | | | finish it off with the awe- | | | | some power of the battle- | | | | cruiser's Yamato Gun. | | | | | | Vulture | SCV | Using an SCV to repair your | | | | mechanical units while they | | | | duke it out with the enemy | | | | is a good idea, but seldom | | | | does it work in situations | | | | other than those that are | | | | only in theory. | | | | | | Vulture | Marine | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Vulture | Firebat | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to plant your | | | | spider mines till most your | | | | firebats are killed. Spider | | | | mines can kill firebats, | | | | you know. | | | | | | Vulture | Ghost | Many people believe that it | | | | simply is illogical to drop | | | | a nuke in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few vultures for a | | | | well-placed nuke, would | | | | you? Would you!? | | | | | | Vulture | Vulture | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Vulture | Siege Tank | Vultures will play some hit | | | | and run, while those tanks | | | | (in siege mode, of course) | | | | will play hit and hit. A | | | | pretty mighty combo if ya | | | | ask me. | | | | | | Vulture | Goliath | Both will fare well on the | | | | ground (though vultures'll | | | | fare better), but when the | | | | opponent's air units arrive | | | | it's time for the goliath | | | | to do what it does best. | | | | | | Vulture | Wraith | The vultures will swarm the | | | | opponent's base, heavily | | | | concentrating on all nearby | | | | detectors in the base. Then | | | | come the wraiths (cloaked, | | | | of course) to finish off | | | | what remains of the vulture | | | | strike. | | | | | | Vulture | Dropship | Your dropship will load the | | | | vultures and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? | | | | | | Vulture | Science | On the battlefield itself, | | | Vessel | planting a spider mine will | | | | often result in a waste of | | | | ammo since a good opponent | | | | would most likely target | | | | that above all things. Good | | | | you got a science vessel by | | | | your side to give the mine | | | | an extra 250 HP (via Defen- | | | | sive Matrix) till it does | | | | its job. | | | | | | Vulture | Battlecruiser | Those YGuns can really rock | | | | an opponent's base, but | | | | coupled with the vultures' | | | | spider mines? Instant anni- | | | | hilation! Just use your | | | | spider mines wisely, and | | | | remember to YGun down any | | | | who seek to destroy these | | | | burrowed bombs before they | | | | accomplish their missions. | | | | | | Siege Tank | SCV | Using an SCV to repair your | | | | mechanical units while they | | | | duke it out with the enemy | | | | is a good idea, but seldom | | | | does it work in situations | | | | other than those that are | | | | only in theory. | | | | | | Siege Tank | Marine | Siege tanks, especially | | | | those in siege mode, can | | | | wreck some serious havoc in | | | | any given base because of | | | | their long-ranged attacks. | | | | However, also because of | | | | these attacks, siege-moded | | | | siege tanks are helpless if | | | | ever an enemy unit gets too | | | | close. And it's the marines'| | | | job to prevent that from | | | | happening. | | | | | | Siege Tank | Firebat | Siege tanks, especially | | | | those in siege mode, can | | | | wreck some serious havoc in | | | | any given base because of | | | | their long-ranged attacks. | | | | However, also because of | | | | these attacks, siege-moded | | | | siege tanks are helpless if | | | | ever an enemy unit gets too | | | | close. And like the marine, | | | | it can also be the job of | | | | the firebat to prevent that | | | | from happening. | | | | | | Siege Tank | Ghost | Many people believe that it | | | | simply is illogical to drop | | | | a nuke in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few siege tanks for | | | | a well-placed nuke, would | | | | you? Would you!? | | | | | | Siege Tank | Vulture | Siege tanks, especially | | | | those in siege mode, can | | | | wreck some serious havoc in | | | | any given base because of | | | | their long-ranged attacks. | | | | However, also because of | | | | these attacks, siege-moded | | | | siege tanks are helpless if | | | | ever an enemy unit gets too | | | | close. And like the marine, | | | | it can also be the job of | | | | the vulture to prevent that | | | | from happening. | | | | | | Siege Tank | Siege Tank | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Siege Tank | Goliath | The perfect "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your goliaths to | | | | take out the opponent's air | | | | units and the siege-moded | | | | siege tanks for those that | | | | move on land---cool! | | | | | | Siege Tank | Wraith | The siege tanks (any mode | | | | will do) will swarm the | | | | opponent's base, heavily | | | | concentrating on all nearby | | | | detectors in the base. Then | | | | come the wraiths (cloaked, | | | | of course) to finish off | | | | what remains of the siege | | | | tank strike. | | | | | | Siege Tank | Dropship | Your dropship will load the | | | | tank-moded siege tanks and | | | | situate them somewhere in | | | | the middle of an opponent's | | | | base, what else were you | | | | thinking for this type of | | | | combo? | | | | | | Siege Tank | Science | Using a science vessel to | | | Vessel | provide your high damaging | | | | units with much needed pro- | | | | tection via Defensive Mat- | | | | rix will give them more or | | | | less enough time to destroy | | | | more than twice their total | | | | worth. Highly recommended. | | | | | | Siege Tank | Battlecruiser | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your battlecrui- | | | | sers to take out the enemy | | | | air units and the siege- | | | | moded siege tanks for those | | | | that move on land---cool! | | | | | | Goliath | SCV | Using an SCV to repair your | | | | mechanical units while they | | | | duke it out with the enemy | | | | is a good idea, but seldom | | | | does it work in situations | | | | other than those that are | | | | only in theory. | | | | | | Goliath | Marine | Goliaths cannot do much if | | | | surrounded by short-ranged | | | | ground units. And though | | | | your marines could be used | | | | to keep this from happening,| | | | perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Goliath | Firebat | Goliaths cannot do much if | | | | surrounded by short-ranged | | | | ground units. And though | | | | your firebats could be used | | | | to keep this from happening,| | | | perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Goliath | Ghost | In the case of a mass mech | | | | attack by either Terran or | | | | Protoss, the ghosts may use | | | | their Lockdown spell to pa- | | | | ralyze those major mechs | | | | while the goliaths give | | | | them a good beating. | | | | | | Goliath | Vulture | Goliaths really were made | | | | for back-up purposes, and | | | | so doing it the other way | | | | around is perhaps the bet- | | | | ter idea. | | | | | | Goliath | Siege Tank | The perfect "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your goliaths to | | | | take out the opponent's air | | | | units and the siege-moded | | | | siege tanks for those that | | | | move on land---cool! | | | | | | Goliath | Goliath | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Goliath | Wraith | With the goliaths' superior-| | | | ity over air units, they | | | | could be used to to take | | | | the opponent's mother ships | | | | and mobile detectors while | | | | their wraith squad back-up | | | | hammers on everything else | | | | that's less of a threat. | | | | | | Goliath | Dropship | Your dropship will load the | | | | goliaths and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? | | | | | | Goliath | Science | Using a science vessel to | | | Vessel | provide your high damaging | | | | units with much needed pro- | | | | tection via Defensive Mat- | | | | rix will give them more or | | | | less enough time to destroy | | | | more than twice their total | | | | worth. Highly recommended | | | | against air units, even mo- | | | | ther ships if you will. | | | | | | Goliath | Battlecruiser | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your goli- | | | | aths to take out the enemy | | | | air units and the battle- | | | | cruisers for those that | | | | move on land---very cool! | | | | | | Wraith | SCV | Using an SCV to repair your | | | | mechanical units while they | | | | duke it out with the enemy | | | | is a good idea, but seldom | | | | does it work in situations | | | | other than those that are | | | | only in theory. | | | | | | Wraith | Marine | Wraiths are quite pathetic | | | | in air-to-ground situations,| | | | and using your most basic | | | | ground units (marines) to | | | | help them out is just the | | | | thing to do. | | | | | | Wraith | Firebat | Wraiths are quite pathetic | | | | in air-to-ground situations,| | | | and using your most basic | | | | ground units (firebats) to | | | | help them out is just the | | | | thing to do. Not as recom- | | | | mended as the wraith-marine | | | | combo, but recommended none-| | | | theless. | | | | | | Wraith | Ghost | In the case of a mass mech | | | | attack by either Terran or | | | | Protoss, the ghosts may use | | | | their Lockdown spell to pa- | | | | ralyze those major mechs | | | | while the wraiths give them | | | | a good beating. | | | | | | Wraith | Vulture | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Wraith | Siege Tank | Wraiths are quite pathetic | | | | in air-to-ground situations,| | | | and using your less basic | | | | ground units (siege tanks) | | | | to help them out is just | | | | the thing to do. Not as | | | | recommended as the wraith- | | | | marine combo, but recommen- | | | | ded nonetheless. | | | | | | Wraith | Goliath | The wraiths here could pick | | | | on large ground units that | | | | can't attack airborne foes, | | | | but once the opponent's air | | | | force arrives, it's time to | | | | play some hit and run to | | | | lure them into the goliaths'| | | | loving missiles. | | | | | | Wraith | Wraith | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Wraith | Dropship | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Wraith | Science | Using a science vessel to | | | Vessel | provide your wraiths with | | | | much needed protection via | | | | Defensive Matrix will give | | | | them enough time to destroy | | | | more than twice their total | | | | worth. Should've been one | | | | of those highly recommended | | | | combos, but for some reason | | | | I don't use it much. Per- | | | | haps it's because wraiths | | | | should always come in tens, | | | | and casting Defensive Mat- | | | | rix on all of them is just | | | | too tedious! | | | | | | Wraith | Battlecruiser | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to show your | | | | battlecruisers to the enemy | | | | if your cloaked wraiths can | | | | accomplish the mission by | | | | themselves. | | | | | | Dropship | SCV | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Dropship | Marine | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Firebat | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Ghost | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Vulture | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Siege Tank | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Goliath | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. (I actually | | | | said that six times in a | | | | row!! whew...) | | | | | | Dropship | Wraith | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Dropship | Dropship | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Dropship | Science | A combo of two non-attack- | | | Vessel | ers is quite a lame idea if | | | | ya ask me. | | | | | | Dropship | Battlecruiser | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Science | SCV | Well, you can Irradiate all | | Vessel | | the opponent's units while | | | | using the SCV to repair any | | | | damage sustained, but this | | | | type of combo just won't | | | | work for long even against | | | | average players. | | | | | | Science | Marine | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | clean it up. 'Nuff said. | | | | | | Science | Firebat | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | fire it up. Easier said | | | | than done. | | | | | | Science | Ghost | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | nuke it. If absolutely | | | | nothing explodes or even | | | | flames up, then he must be | | | | using some sort of god mode | | | | hack for Starcraft! | | | | | | Science | Vulture | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | attack while planting your | | | | spider mines to ensure its | | | | sterility. | | | | | | Science | Siege Tank | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | give it a good whacking. A | | | | very old strategy and one | | | | good example of winning the | | | | traditional way. | | | | | | Science | Goliath | Only works for the Protoss: | | Vessel | | EMP Shockwave his base, in | | | | areas where air units are | | | | in abundance, then use your | | | | goliaths to take them all | | | | out without even breaking a | | | | sweat. | | | | | | Science | Wraith | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | clean it all up, just like | | | | with the marines. | | | | | | Science | Dropship | A combo of a transport unit | | Vessel | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Science | Science | This ain't no combo so try | | Vessel | Vessel | it but don't claim it to be | | | | a combo of any sort. | | | | | | Science | Battlecruiser | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | finish it off with the awe- | | | | some power of the battle- | | | | cruiser's Yamato Gun. | | | | | | Battlecruiser | SCV | Using an SCV to repair your | | | | mechanical units while they | | | | duke it out with the enemy | | | | is a good idea, but only | | | | for your battlecruisers, | | | | which are large enough to | | | | hide the SCVs that are try- | | | | ing to repair them. | | | | | | Battlecruiser | Marine | Only works for the Zerg: | | | | Use your battlecruisers to | | | | cast Yamato Guns on the | | | | opponent's buildings. While | | | | they're busy, your marines | | | | will be on the lookout for | | | | stray scourges that most | | | | likely would go for the air | | | | units--the battlecruisers-- | | | | you are using. | | | | | | Battlecruiser | Firebat | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Battlecruiser | Ghost | In the case of a mass mech | | | | attack by either Terran or | | | | Protoss, the ghosts may use | | | | their Lockdown spell to pa- | | | | ralyze those major mechs | | | | while the battlecruisers | | | | give them a good gunning. | | | | | | Battlecruiser | Vulture | The vultures can simply | | | | help the battlecruisers out | | | | in whacking an army of effi-| | | | cient ground-to-air units, | | | | but really it's just the | | | | battlecruisers that'd take | | | | care of almost everything | | | | else. | | | | | | Battlecruiser | Siege Tank | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your battlecrui- | | | | sers to take out the enemy | | | | air units and the siege- | | | | moded siege tanks for those | | | | that move on land---cool! | | | | | | Battlecruiser | Goliath | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your goli- | | | | aths to take out the enemy | | | | air units and the battle- | | | | cruisers for those that | | | | move on land---very cool! | | | | | | Battlecruiser | Wraith | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to show your | | | | battlecruisers to the enemy | | | | if your cloaked wraiths can | | | | accomplish the mission by | | | | themselves. | | | | | | Battlecruiser | Dropship | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Battlecruiser | Science | Using a science vessel to | | | Vessel | provide your high damaging | | | | units with much needed pro- | | | | tection via Defensive Mat- | | | | rix will give them more or | | | | less enough time to destroy | | | | more than twice their total | | | | worth. Highly recommended. | | | | | | Battlecruiser | Battlecruiser | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | | | | ----------------------------------------------------------------------- Other Terran combos include: 1) attackers : any ground unit -| extra attackers : any other ground unit -| back-up : dropship -| extra back-up : science vessel ---> Dropships can rarely enter any base unharmed, or any expected ratio : any number less than good base alive. It is or equal to sixteen therefore the job of the ground units for every science vessel to provide two dropships and one the dropship with a Defensive science vessel Matrix before the said transport unit proceeds to unload your men in the middle of an opponent's base. 2) attackers : marine -| extra attackers : none -| back-up : siege tank -| extra back-up : goliath ---> Marines will play some hit and run, while those tanks (in siege mode, of expected ratio : four marines course) will play hit and hit. Only for every one an enemy flyer can pass through this siege tank and type of combo alive, but with goliaths one goliath hunting them down as soon as they leave their base perimeter, they don't have much chance of survival. 3) attackers : wraith -| extra attackers : battlecruiser -| back-up : science vessel -| extra back-up : none ---> You first attack with a bunch of cloaked wraiths and finish expected ratio : six wraiths for the job if you can. If you can't, every two battle- then send in the battlecruisers cruisers and one to attack along with the wraiths. science vessel And if you STILL think you're eventually gonna be overpowered by their numbers, then use your science vessels to cast Defensive Matrix on the battlecruisers, especially those that are just about done for. _______________________________________________________________________ Race____|_Attacker______|_Back-up_______|_Comments____________________| | | | | Zerg | Drone | Drone | Are you kiddin me, boy!? | | | | Use this type of attack, | | | | (note: it ain't no combo) | | | | when rushing the opponent | | | | VERY early in the game; | | | | still a very lame idea if | | | | ya ask me, but it's your | | | | choice. | | | | | | Drone | Zergling | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Hydralisk | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Ultralisk | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | (That's three times I said | | | | the exact same thing...) | | | | | | Drone | Defiler | Changing my lines a little | | | | bit, using a drone to win's | | | | just plain pathetic, unless | | | | the opponent's units have | | | | already suffered the full | | | | effects of the defiler's | | | | Plague spell, and you got | | | | no other men to finish the | | | | job. | | | | | | Drone | Broodling | Going back to the original, | | | | attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Infested | And again for the 5th time, | | | Terran | attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Overlord | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. (Hooyah! an en- | | | | tirely different quote!) | | | | | | Drone | Mutalisk | And for the last 3 times, | | | | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Guardian | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Queen | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. (That's twice I | | | | used the new quote :p ) | | | | | | Drone | Scourge | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | (Whoa! That makes a total | | | | of EIGHT identical comments | | | | for the drone! Goes to show | | | | how these workers really | | | | fare in the battlefield...) | | | | | | Zergling | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Zergling | Zergling | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Zergling | Hydralisk | The strategies that come | | | | with this combo are quite | | | | simple: just use your zerg- | | | | lings against his stronger | | | | but shorter-ranged ground | | | | units, while the hydralisks | | | | continously whack them from | | | | afar. | | | | | | Zergling | Ultralisk | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Zergling | Defiler | The defiler's Dark Swarm | | | | spell enables any unit to | | | | penetrate any opponent's | | | | base unharmed by what most | | | | likely it would face first, | | | | namely, units with long- | | | | range weapons! With this | | | | spell cast in strategic | | | | locations throughout your | | | | opponent's base, your zerg- | | | | lings should have no prob- | | | | lem finishing their mission | | | | in record time. | | | | | | Zergling | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by zerglings alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Zergling | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Zergling | Overlord | Your overlord will load the | | | | zerglings and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? | | | | | | Zergling | Mutalisk | The zerglings will enter an | | | | opponent's base, split up, | | | | and attack everything in | | | | sight. And while they do, | | | | the mutalisks and their | | | | bouncing Glave Wurms will | | | | finish the job, or jobs. | | | | | | Zergling | Guardian | Your zerglings will swarm | | | | the opponent's base, attack-| | | | ing anything you want it to.| | | | Meanwhile, you must utilize | | | | your guardians to take out | | | | enemy spell casters as well | | | | as his splash-damagers, | | | | since it's these two types | | | | of units that can really | | | | ruin a swarm. | | | | | | Zergling | Queen | Nothing specific for this | | | | type of combo; just use the | | | | zerglings for attacking, | | | | and at the same time use | | | | your queens for casting | | | | spells other than Parasite | | | | on enemy units when needed. | | | | | | Zergling | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Hydralisk | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Hydralisk | Zergling | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Hydralisk | Hydralisk | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Hydralisk | Ultralisk | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Hydralisk | Defiler | The defiler's Dark Swarm | | | | spell enables any unit to | | | | penetrate any opponent's | | | | base unharmed by what most | | | | likely it would face first, | | | | namely, units with long- | | | | range weapons! With this | | | | spell cast in strategic | | | | locations throughout your | | | | opponent's base, your hydra-| | | | lisks should have no prob- | | | | lem finishing their mission | | | | in record time. Take note | | | | that even though your hydra-| | | | lisks themselves wouldn't | | | | be able to deal damage to | | | | their enemies, they can and | | | | should attack the enemy's | | | | buildings instead. | | | | | | Hydralisk | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by hydralisks alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Hydralisk | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Hydralisk | Overlord | Your overlord will load the | | | | hydralisks and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? | | | | | | Hydralisk | Mutalisk | The hydralisks will enter | | | | an opponent's base, split | | | | up, and attack everything | | | | in sight. And while they | | | | do, the mutalisks and their | | | | bouncing Glave Wurms will | | | | finish the job, or jobs. | | | | | | Hydralisk | Guardian | Your hydralisks will swarm | | | | the opponent's base, attack-| | | | ing anything you want it to.| | | | Meanwhile, you must utilize | | | | your guardians to take out | | | | enemy spell casters as well | | | | as his splash-damagers, | | | | since it's these two types | | | | of units that can really | | | | ruin a swarm. | | | | | | Hydralisk | Queen | Nothing specific for this | | | | type of combo; just use the | | | | hydralisks for attacking, | | | | and at the same time use | | | | your queens for casting | | | | spells other than Parasite | | | | on enemy units when needed. | | | | | | Hydralisk | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Ultralisk | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Ultralisk | Zergling | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Ultralisk | Hydralisk | The strategies that come | | | | with this combo are quite | | | | simple: just use your ultra-| | | | lisks against his stronger | | | | but shorter-ranged ground | | | | units, while the hydralisks | | | | continously whack them from | | | | afar. | | | | | | Ultralisk | Ultralisk | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Ultralisk | Defiler | The defiler's Dark Swarm | | | | spell enables any unit to | | | | penetrate any opponent's | | | | base unharmed by what most | | | | likely it would face first, | | | | namely, units with long- | | | | range weapons! With this | | | | spell cast in strategic | | | | locations throughout your | | | | opponent's base, your ultra-| | | | lisks should have no prob- | | | | lem finishing their mission | | | | in record time. | | | | | | Ultralisk | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by ultralisks alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Ultralisk | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Ultralisk | Overlord | Your overlord will load the | | | | ultralisks and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? | | | | | | Ultralisk | Mutalisk | The ultralisks will enter | | | | an opponent's base, split | | | | up, and attack everything | | | | in sight. And while they | | | | do, the mutalisks and their | | | | bouncing Glave Wurms will | | | | finish the job, or jobs. | | | | | | Ultralisk | Guardian | A good example of a "brute" | | | | combo, works both ways and | | | | utilizes your guardians to | | | | take out the opponent's | | | | spell casters and your ul- | | | | tralisks to take care of | | | | everything else. | | | | | | Ultralisk | Queen | Nothing specific for this | | | | type of combo; just use the | | | | ultralisks for attacking, | | | | and at the same time use | | | | your queens for casting | | | | spells other than Parasite | | | | on enemy units when needed. | | | | | | Ultralisk | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Defiler | Drone | As mentioned quite earlier, | | | | using a drone to win is | | | | just plain pathetic, unless | | | | the opponent's units have | | | | already suffered the full | | | | effects of the defiler's | | | | Plague spell, and you got | | | | no other men to finish the | | | | job. | | | | | | Defiler | Zergling | Plague his base then eat it | | | | up. Easier said than done. | | | | | | Defiler | Hydralisk | Plague his base then slime | | | | it all up. Sounds good, | | | | tastes even better. | | | | | | Defiler | Ultralisk | Plague his entire base then | | | | give it a good whacking. A | | | | very old strategy and one | | | | good example of winning the | | | | traditional way. | | | | | | Defiler | Defiler | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Defiler | Broodling | Using a broodling to win's | | | | just plain pathetic, unless | | | | the opponent's units have | | | | already suffered the full | | | | effects of the defiler's | | | | Plague spell, and you got | | | | no other men to finish the | | | | job. | | | | | | Defiler | Infested | Plague his base then blow | | | Terran | it up. 'Nuff said. | | | | | | Defiler | Overlord | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Defiler | Mutalisk | The only difference between | | | | this combo and doing it the | | | | other way around is the or- | | | | der of action: This time | | | | the defiler casts Plague | | | | BEFORE its back-up units--- | | | | the mutalisks---attack. | | | | | | Defiler | Guardian | The only difference between | | | | this combo and doing it the | | | | other way around is the or- | | | | der of action: This time | | | | the defiler casts Plague | | | | BEFORE its back-up units--- | | | | the guardians---attack. | | | | | | Defiler | Queen | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Defiler | Scourge | The only difference between | | | | this combo and doing it the | | | | other way around is the or- | | | | der of action: This time | | | | the defiler casts Plague | | | | BEFORE its back-up units--- | | | | the scourges---attack. | | | | | | Broodling | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Broodling | Zergling | Nothing this type of combo | | | | can do that can't be done | | | | by zerglings alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Broodling | Hydralisk | Nothing this type of combo | | | | can do that can't be done | | | | by hydralisks alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Broodling | Ultralisk | Nothing this type of combo | | | | can do that can't be done | | | | by ultralisks alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Broodling | Defiler | Many people believe that it | | | | simply is illogical to cast | | | | Plague in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few (and even a lot) | | | | of your broodlings for a | | | | well-placed Plague , would | | | | you? Would you !? | | | | | | Broodling | Broodling | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Broodling | Infested | Look, your infested terrans | | | Terran | would probably even KILL | | | | all your broodlings in the | | | | process of backing them up. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Broodling | Overlord | Your overlord will load the | | | | broodlings and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? | | | | | | Broodling | Mutalisk | Nothing this type of combo | | | | can do that can't be done | | | | by mutalisks alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Broodling | Guardian | Nothing this type of combo | | | | can do that can't be done | | | | by guardians alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! (How | | | | many times did I say that? | | | | five? Ow, shucks...) | | | | | | Broodling | Queen | Works both ways, since, | | | | after all, broodlings DO | | | | come from the queens! But | | | | as far as I'm concerned, | | | | the fact that an enemy unit | | | | was killed in the process | | | | is enough for the combo to | | | | be well worth the energy of | | | | the beloved queen. | | | | | | Broodling | Scourge | Besides being both small | | | | and weak, the scourge is a | | | | sacrificial unit while the | | | | broodling dies after some | | | | time. Teaming them up is | | | | pretty much the same as | | | | having them attack indivi- | | | | dually. | | | | | | Infested | Drone | As mentioned, do not use a | | Terran | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Infested | Zergling | Works both ways, since the | | Terran | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Infested | Hydralisk | Works both ways, since the | | Terran | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Infested | Ultralisk | Works both ways, since the | | Terran | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Infested | Defiler | The defiler's Dark Swarm | | Terran | | spell enables any unit to | | | | penetrate any opponent's | | | | base unharmed by what most | | | | likely it would face first, | | | | namely, units with long- | | | | range weapons! With this | | | | spell cast in strategic | | | | locations throughout your | | | | opponent's base, your in- | | | | fested terrans should have | | | | no problem finishing their | | | | mission in record time. | | | | | | Infested | Broodling | Nothing this type of combo | | Terran | | can do that can't be done | | | | by the infested terrans | | | | alone since broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Infested | Infested | This ain't no combo so try | | Terran | Terran | it but don't claim it to be | | | | a combo of any sort. | | | | | | | | | | Infested | Overlord | Your overlord will load the | | Terran | | infested terrans and unload | | | | them somewhere right in the | | | | middle of an opponent's | | | | base, what else were you | | | | thinking for this type of | | | | combo? | | | | | | Infested | Mutalisk | The infested terrans will | | Terran | | enter an opponent's base, | | | | split up, and attack every- | | | | thing in sight. And while | | | | they do, the mutalisks and | | | | their bouncing Glave Wurms | | | | will finish the job, or | | | | jobs. | | | | | | Infested | Guardian | Your infested terrans will | | Terran | | swarm the opponent's base, | | | | attacking anything you want | | | | it to. Meanwhile, you must | | | | use your guardians to take | | | | out enemy spell casters as | | | | well as his splash-damagers,| | | | since it's these two types | | | | of units that can really | | | | ruin a swarm. | | | | | | Infested | Queen | Nothing specific for this | | Terran | | type of combo; just use the | | | | infested terrans for attack-| | | | ing, and at the same time | | | | use your queens for casting | | | | spells other than Parasite | | | | on enemy units when needed. | | | | | | Infested | Scourge | "SACRIFICE US!!" This combo | | Terran | | works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Overlord | Drone | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Overlord | Zergling | And how do you expect to | | | | attack with an overlord? | | | | You don't! Using your over- | | | | lord as a decoy is quite a | | | | cool idea, but still I | | | | wouldn't recommend it. | | | | | | Overlord | Hydralisk | And how do you expect to | | | | attack with an overlord? | | | | You don't! Using your over- | | | | lord as a decoy is quite a | | | | cool idea, but still I | | | | wouldn't recommend it. | | | | | | Overlord | Ultralisk | And how do you expect to | | | | attack with an overlord? | | | | You don't! Using your over- | | | | lord as a decoy is quite a | | | | cool idea, but still I | | | | wouldn't recommend it. | | | | | | Overlord | Defiler | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Overlord | Broodling | And how do you expect to | | | | attack with an overlord? | | | | You don't! Using your over- | | | | lord as a decoy is quite a | | | | cool idea, but still I | | | | wouldn't recommend it. | | | | | | Overlord | Infested | And how do you expect to | | | Terran | attack with an overlord? | | | | You don't! Using your over- | | | | lord as a decoy is quite a | | | | cool idea, but still I | | | | wouldn't recommend it. | | | | (Please bear with the fact | | | | that I restate my comments | | | | in different events, since | | | | there really is no better | | | | way to do it.) | | | | | | Overlord | Overlord | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Overlord | Mutalisk | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Overlord | Guardian | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Overlord | Queen | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Overlord | Scourge | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. (yeah, yeah, repetitive | | | | I know that!) | | | | | | Mutalisk | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Mutalisk | Zergling | Perhaps doing it the other | | | | way around---or just attack-| | | | ing with these units as if | | | | they weren't teamed up---is | | | | the better idea. | | | | | | Mutalisk | Hydralisk | Perhaps doing it the other | | | | way around---or just attack-| | | | ing with these units as if | | | | they weren't teamed up---is | | | | the better idea. | | | | | | Mutalisk | Ultralisk | Perhaps doing it the other | | | | way around---or just attack-| | | | ing with these units as if | | | | they weren't teamed up---is | | | | the better idea. | | | | | | Mutalisk | Defiler | Many people believe that it | | | | simply is illogical to cast | | | | Plague in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few mutalisks for a | | | | well-placed Plague, would | | | | you? Would you!? | | | | | | Mutalisk | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by mutalisks alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Mutalisk | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Mutalisk | Overlord | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Mutalisk | Mutalisk | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Mutalisk | Guardian | Your mutalisks will swarm | | | | the opponent's base, attack-| | | | ing anything you want it to.| | | | Meanwhile, you must utilize | | | | your guardians to take out | | | | enemy spell casters as well | | | | as his splash-damagers, | | | | since it's these two types | | | | of units that can really | | | | ruin a swarm. | | | | | | Mutalisk | Queen | Nothing specific for this | | | | type of combo; just use the | | | | mutalisks for attacking, | | | | and at the same time use | | | | your queens for casting | | | | spells other than Parasite | | | | on enemy units when needed. | | | | | | Mutalisk | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Guardian | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Guardian | Zergling | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Guardian | Hydralisk | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Guardian | Ultralisk | A good example of a "brute" | | | | combo, works both ways and | | | | utilizes your guardians to | | | | take out the opponent's | | | | spell casters and your ul- | | | | tralisks to take care of | | | | everything else. | | | | | | Guardian | Defiler | Many people believe that it | | | | simply is illogical to cast | | | | Plague in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few guardians for a | | | | well-placed Plague, would | | | | you? Would you!? | | | | | | Guardian | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by guardians alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Guardian | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Guardian | Overlord | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Guardian | Mutalisk | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Guardian | Guardian | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Guardian | Queen | Nothing specific for this | | | | type of combo; just use the | | | | guardians for attacking, | | | | and at the same time use | | | | your queens for casting | | | | spells other than Parasite | | | | on enemy units when needed. | | | | | | Guardian | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Queen | Drone | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Queen | Zergling | Spawn Broodlings from your | | | | opponent's spell casters as | | | | well as his splash-damagers | | | | then swarm with your zerg- | | | | lings after those anti- | | | | swarm units are taken out. | | | | | | Queen | Hydralisk | Spawn Broodlings from your | | | | opponent's spell casters as | | | | well as his splash-damagers | | | | then swarm with your hydra- | | | | lisks after those anti- | | | | swarm units are taken out. | | | | | | Queen | Ultralisk | Spawn Broodlings from your | | | | opponent's spell casters as | | | | well as his splash-damagers | | | | then swarm with your ultra- | | | | lisks after those anti- | | | | swarm units are taken out. | | | | | | Queen | Defiler | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Queen | Broodling | Works both ways, since, | | | | after all, broodlings DO | | | | come from the queens! But | | | | as far as I'm concerned, | | | | the fact that an enemy unit | | | | was killed in the process | | | | is enough for the combo to | | | | be well worth the energy of | | | | the beloved queen. | | | | | | Queen | Infested | Spawn Broodlings from your | | | Terran | opponent's spell casters as | | | | well as his splash-damagers | | | | then swarm with your infest-| | | | ed terrans after those anti-| | | | swarm units are taken out. | | | | | | Queen | Overlord | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Queen | Mutalisk | Spawn Broodlings from your | | | | opponent's spell casters as | | | | well as his splash-damagers | | | | then swarm with your muta- | | | | lisks after those anti- | | | | swarm units are taken out. | | | | | | Queen | Guardian | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Queen | Queen | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Queen | Scourge | Cast Ensnare on the largest | | | | of your enemies' air units | | | | (eg. Battlecruisers) then | | | | chase them all with a batch | | | | of scourges! It's guaran- | | | | teed no escape! | | | | | | Scourge | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Scourge | Zergling | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Hydralisk | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Ultralisk | And again, I claim that it | | | | works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Defiler | Many people believe that it | | | | simply is illogical to cast | | | | Plague in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few scourges for a | | | | well-placed Plague, would | | | | you? Would you!? | | | | | | Scourge | Broodling | Besides being both small | | | | and weak, the scourge is a | | | | sacrificial unit while the | | | | broodling dies after some | | | | time. Teaming them up is | | | | pretty much the same as | | | | having them attack indivi- | | | | dually. | | | | | | Scourge | Infested | "SACRIFICE US!!" This combo | | | Terran | works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Scourge | Overlord | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Scourge | Mutalisk | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Guardian | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Queen | Nothing specific for this | | | | type of combo; just use the | | | | scourges for sacrificing, | | | | and at the same time use | | | | your queens for casting | | | | spells other than Parasite | | | | on enemy units when needed. | | | | | | Scourge | Scourge | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | | | | ----------------------------------------------------------------------- Other Zerg combos include: 1) attackers : any ground unit -| extra attackers : any other ground unit -| back-up : overlord -| extra back-up : guardian ---> Overlords can rarely enter any base unharmed, or any expected ratio : any number less than good base alive. It is or equal to eight ground therefore the job of the units for every one guardian to eliminate the overlord and three guar- opponent's best anti-transport dians units in the game, namely, the building attackers. Then simply unload your men in the middle of the opponent's base. 2) attackers : ultralisk -| extra attackers : none -| back-up : defiler -| extra back-up : zergling ---> The ultralisk is the best unit you can place under Dark Swarm, which expected ratio : four ultra- of course should be provided by your lisks for defiler. And if that ain't enough, every one de- use your zerglings to feed the defiler filer and ten and allow it to re-cast Dark Swarm zerglings or even Plague enemy units, giving your ultralisks a much easier job of leveling any opponent's base to the ground. 3) attackers : guardians -| extra attackers : mutalisks -| back-up : queen -| extra back-up : none ---> Use your guardians to attack an opponent's base, but leave his buildings in peace expected ratio : six guardians once they're near destruction and start for every ten targeting his other buildings. It is mutalisks and then the job of your mutalisks and one queen their bouncing Glave Wurms to finish the jobs. Oh and, the queens are there to cast Ensnare on all enemy resistances, and in the Terran's case, infest their Command Centers. _______________________________________________________________________ Race____|_Attacker______|_Back-up_______|_Comments____________________| | | | | Protoss | Probe | Probe | Are you kiddin me, boy!? | | | | Use this type of attack, | | | | (note: it ain't no combo) | | | | when rushing the opponent | | | | VERY early in the game; | | | | still a very lame idea if | | | | ya ask me, but it's your | | | | choice. | | | | | | Probe | Zealot | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Dragoon | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | High Templar | Changing my lines a little | | | | bit, using a probe to win's | | | | just plain pathetic, unless | | | | the opponent's units have | | | | already suffered the full | | | | effects of the high temp- | | | | lar's Psionic Storm spell, | | | | and you got no other men to | | | | finish the job. | | | | | | Probe | Archon | Going back to the original, | | | | attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Reaver | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Shuttle | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Probe | Observer | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Probe | Scout | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Carrier | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Arbiter | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Zealot | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Zealot | Zealot | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Zealot | Dragoon | The strategies that come | | | | with this combo are quite | | | | simple: just use your zea- | | | | lots against his stronger | | | | but shorter-ranged ground | | | | units, while the dragoons | | | | continously whack them from | | | | afar. | | | | | | Zealot | High Templar | Many people believe that it | | | | simply is illogical to cast | | | | Psionic Storm in an area | | | | where your allies are but | | | | you wouldn't mind sacrifi- | | | | cing a few zealots for a | | | | well-placed Psionic Storm | | | | would you? Would you!? | | | | | | Zealot | Archon | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Zealot | Reaver | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to worry 'bout | | | | the splash damage dealt by | | | | a reaver's almighty scarab, | | | | since zealots are but a | | | | small price to pay for lots | | | | o' kills. | | | | | | Zealot | Shuttle | Your shuttle will load the | | | | zealots and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? | | | | | | Zealot | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your zealots. The observer | | | | will then follow the said | | | | unit wherever it goes, and | | | | enable it to attack hidden | | | | enemies of any kind. | | | | | | Zealot | Scout | You can very well use your | | | | zealots to wreck havoc in | | | | any opponent's base, but if | | | | airborne resistance proves | | | | to be too much to handle, | | | | then it's time for your | | | | scouts to lend a helping | | | | Anti-matter Missile. | | | | | | Zealot | Carrier | Always use your basic units | | | | to do basic things while | | | | the others do the more com- | | | | plicated ones. Such is true | | | | for this type of combo, | | | | where your zealots will do | | | | nothing but attack the opp- | | | | onents, while your carriers | | | | specifically target their | | | | interceptors towards the | | | | tougher, splash-damaging | | | | units. | | | | | | Zealot | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Dragoon | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Dragoon | Zealot | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Dragoon | Dragoon | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Dragoon | High Templar | Many people believe that it | | | | simply is illogical to cast | | | | Psionic Storm in an area | | | | where your allies are but | | | | you wouldn't mind sacrifi- | | | | cing a few dragoons for a | | | | well-placed Psionic Storm | | | | would you? Would you!? | | | | | | Dragoon | Archon | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Dragoon | Reaver | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Dragoon | Shuttle | Your shuttle will load the | | | | dragoons and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? | | | | | | Dragoon | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your dragoons. The observer | | | | will then follow the said | | | | unit wherever it goes, and | | | | enable it to attack hidden | | | | enemies of any kind. Added | | | | note: This combo pretty | | | | much emulates the Photon | | | | Cannon itself! | | | | | | Dragoon | Scout | You can very well use your | | | | dragoons to wreck havoc in | | | | any opponent's base, but if | | | | airborne resistance proves | | | | to be too much to handle, | | | | then it's time for your | | | | scouts to lend a helping | | | | Anti-matter Missile. | | | | | | Dragoon | Carrier | Always use your basic units | | | | to do basic things while | | | | the others do the more com- | | | | plicated ones. Such is true | | | | for this type of combo, | | | | where your dragoons will do | | | | nothing but attack the opp- | | | | onents, while your carriers | | | | specifically target their | | | | interceptors towards the | | | | tougher, splash-damaging | | | | units. | | | | | | Dragoon | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | High Templar | Probe | As mentioned quite earlier, | | | | using a probe to win is | | | | just plain pathetic, unless | | | | the opponent's units have | | | | already suffered the full | | | | effects of the high temp- | | | | lar's Psionic Storm spell, | | | | and you got no other men to | | | | finish the job. | | | | | | High Templar | Zealot | Psi Storm his entire base | | | | then clean it all up. 'Nuff | | | | said. | | | | | | High Templar | Dragoon | Psi Storm his entire base | | | | and then again clean it all | | | | up. Easier said than done. | | | | | | High Templar | High Templar | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | High Templar | Archon | Psi Storm his entire base | | | | then give it a good whack- | | | | ing. A very old strategy | | | | and one good example of | | | | winning the traditional way.| | | | | | High Templar | Reaver | Psi Storm his entire base, | | | | especially in areas where | | | | air units are abundant, | | | | then use your reavers to | | | | to take out the other areas,| | | | since if most the enemy's | | | | air units are taken out, | | | | your reavers are sure to | | | | dominate. | | | | | | High Templar | Shuttle | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | High Templar | Observer | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | High Templar | Scout | Psi Storm his entire base, | | | | especially in areas where | | | | ground units are abundant, | | | | then use your scouts to | | | | take out the other areas, | | | | since if most the enemy's | | | | ground units are taken out, | | | | your scouts are sure to | | | | dominate. | | | | | | High Templar | Carrier | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to let even a | | | | single interceptor out of | | | | those mighty carriers with- | | | | out first draining those | | | | high templars of their Psi | | | | Storming energy. | | | | | | High Templar | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Archon | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Archon | Zealot | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Archon | Dragoon | The strategies that come | | | | with this combo are quite | | | | simple: just use your zea- | | | | lots against his stronger | | | | but shorter-ranged ground | | | | units, while the dragoons | | | | continously whack them from | | | | afar. | | | | | | Archon | High Templar | Many people believe that it | | | | simply is illogical to cast | | | | Psionic Storm in an area | | | | where your allies are but | | | | you wouldn't mind damaging | | | | (NOT sacrificing) a few Ar- | | | | chons for a well-placed | | | | Psionic Storm, would you? | | | | Would you!? | | | | | | Archon | Archon | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Archon | Reaver | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your archons to | | | | take out the opponent's air | | | | units and the scarab-loaded | | | | reavers for those that move | | | | on land---very cool! | | | | | | Archon | Shuttle | Your shuttle will load the | | | | archons and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? | | | | | | Archon | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your archons. The observer | | | | will then follow the said | | | | unit wherever it goes, and | | | | enable it to attack hidden | | | | enemies of any kind. | | | | | | Archon | Scout | Works only for the Terrans: | | | | (otherwise, archons alone | | | | will do) Keep your scouts | | | | above and a little in front | | | | of your archons, and have | | | | them instantly destroy any | | | | science vessels nearby, be- | | | | fore they can even think of | | | | casting that dreaded EMP | | | | Shockwave. | | | | | | Archon | Carrier | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to worry 'bout | | | | the splash damage dealt by | | | | a power-overwhelmed archon, | | | | since interceptors are but | | | | a small price to pay for | | | | lots o' kills. | | | | | | Archon | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Reaver | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Reaver | Zealot | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to worry 'bout | | | | the splash damage dealt by | | | | a reaver's almighty scarab, | | | | since zealots are but a | | | | small price to pay for lots | | | | o' kills. | | | | | | Reaver | Dragoon | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Reaver | High Templar | Reavers are powerful units, | | | | thus will be the instant | | | | target of all enemy units | | | | nearby. It usually won't | | | | stand a chance when in a | | | | small group, and using more | | | | than that can sometimes | | | | cost too much. The solution?| | | | Hallucination! With fake | | | | units roaming your oppo- | | | | nent's base, there's a fair | | | | chance he'll target those | | | | first while your real units | | | | deal the real damage---cool!| | | | | | Reaver | Archon | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your archons to | | | | take out the opponent's air | | | | units and the scarab-loaded | | | | reavers for those that move | | | | on land---very cool! | | | | | | Reaver | Reaver | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Reaver | Shuttle | Your shuttle will load the | | | | reavers and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Well, | | | | actually there is one more | | | | thing about this combo, and | | | | it's popularly known as the | | | | "Reaver Drop". In this drop | | | | the basic principle is to | | | | unload your reavers, have | | | | them attack anything at all,| | | | build more scarabs, and re- | | | | load them into your shuttle | | | | while they replenish both | | | | their shields and their | | | | ammo. Fly them over to ano- | | | | ther uninhabited part of | | | | the opponent's base and... | | | | DROP! | | | | | | Reaver | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your reavers. The observer | | | | will then follow the said | | | | unit wherever it goes, and | | | | enable it to attack hidden | | | | enemies of any kind. | | | | | | Reaver | Scout | The perfect "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your scouts to | | | | take out the opponent's air | | | | units and the scarab-loaded | | | | reavers for those that move | | | | on land---cool! | | | | | | Reaver | Carrier | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your car- | | | | riers to take out the enemy | | | | air units and the scarab- | | | | loaded reavers for those | | | | that move on land---cool! | | | | | | Reaver | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Shuttle | Probe | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Shuttle | Zealot | And how do you expect to | | | | attack with a shuttle? You | | | | don't! Using the shuttle | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Shuttle | Dragoon | And how do you expect to | | | | attack with a shuttle? You | | | | don't! Using the shuttle | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Shuttle | High Templar | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Shuttle | Archon | And how do you expect to | | | | attack with a shuttle? You | | | | don't! Using the shuttle | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Shuttle | Reaver | And how do you expect to | | | | attack with a shuttle? You | | | | don't! Using the shuttle | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Shuttle | Shuttle | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Shuttle | Observer | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Shuttle | Scout | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Shuttle | Carrier | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Shuttle | Arbiter | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Observer | Probe | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Observer | Zealot | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Dragoon | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | High Templar | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Observer | Archon | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Reaver | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Shuttle | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Observer | Observer | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Observer | Scout | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Carrier | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Arbiter | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. (Yup, that's | | | | SEVEN times I said the very | | | | same quote!) | | | | | | Scout | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Scout | Zealot | Scouts are quite pathetic | | | | in air-to-ground situations,| | | | and using your most basic | | | | ground units (zealots) to | | | | help them out is just the | | | | thing to do. | | | | | | Scout | Dragoon | Scouts are quite pathetic | | | | in air-to-ground situations,| | | | and using your most basic | | | | ground units (dragoons) to | | | | help them out is just the | | | | thing to do. Not as recom- | | | | mended as the scout-zealot | | | | combo, but recommended none-| | | | theless. | | | | | | Scout | High Templar | Scouts are powerful units, | | | | thus will be the instant | | | | target of all enemy units | | | | nearby. It usually won't | | | | stand a chance when in a | | | | small group, and using more | | | | than that can sometimes | | | | cost too much. The solution?| | | | Hallucination! With fake | | | | units roaming your oppo- | | | | nent's base, there's a fair | | | | chance he'll target those | | | | first while your real units | | | | deal the real damage---cool!| | | | | | Scout | Archon | Another cool "brute" combo, | | | | may not work both ways but, | | | | as you may already have no- | | | | ticed, utilizes your scouts | | | | to take out the opponent's | | | | air units and the high dam- | | | | aging archons for those | | | | that move on land---cool! | | | | | | Scout | Reaver | The perfect "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your scouts to | | | | take out the opponent's air | | | | units and the scarab-loaded | | | | reavers for those that move | | | | on land---cool! | | | | | | Scout | Shuttle | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Scout | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your scouts. The observer | | | | will then follow the said | | | | unit wherever it goes, and | | | | enable it to attack hidden | | | | enemies of any kind. | | | | | | Scout | Scout | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Scout | Carrier | Hmmm....I use this combo, | | | | but I don't know what to | | | | say about it. Perhaps just | | | | attacking with these units | | | | as if they weren't teamed- | | | | up is the better idea. | | | | | | Scout | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Carrier | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Carrier | Zealot | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Carrier | Dragoon | Only works for the Zerg: | | | | Use your carriers to attack | | | | opponent's buildings. While | | | | they're busy, your dragoons | | | | will be on the lookout for | | | | stray scourges that most | | | | likely would go for the air | | | | units---the carriers---you | | | | are using. | | | | | | Carrier | High Templar | Carriers are powerful units,| | | | thus will be the instant | | | | target of all enemy units | | | | nearby. It usually won't | | | | stand a chance when in a | | | | small group, and using more | | | | than that can sometimes | | | | cost too much. The solution?| | | | Hallucination! With fake | | | | units roaming your oppo- | | | | nent's base, there's a fair | | | | chance he'll target those | | | | first while your real units | | | | deal the real damage---cool!| | | | | | Carrier | Archon | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to worry 'bout | | | | the splash damage dealt by | | | | a power-overwhelmed archon, | | | | since interceptors are but | | | | a small price to pay for | | | | lots o' kills. | | | | | | Carrier | Reaver | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your car- | | | | riers to take out the enemy | | | | air units and the scarab- | | | | loaded reavers for those | | | | that move on land---cool! | | | | | | Carrier | Shuttle | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Carrier | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your carriers. The observer | | | | will then follow the said | | | | unit wherever it goes, and | | | | enable it to attack hidden | | | | enemies of any kind. | | | | | | Carrier | Scout | Hmmm....I use this combo, | | | | but I don't know what to | | | | say about it. Perhaps just | | | | attacking with these units | | | | as if they weren't teamed- | | | | up is the better idea. | | | | | | Carrier | Carrier | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | Carrier | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Arbiter | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Arbiter | Zealot | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Arbiter | Dragoon | Whenever you see an entire | | | | enemy fleet come your way, | | | | meet them with your arbiter | | | | en route, Stasis Field half | | | | their troops, then Recall | | | | all those dragoons in your | | | | base longing for battle. | | | | | | Arbiter | High Templar | Arbiters are powerful units,| | | | thus will be the instant | | | | target of all enemy units | | | | nearby. It usually won't | | | | stand a chance when in a | | | | small group, and using more | | | | than that can sometimes | | | | cost too much. The solution?| | | | Hallucination! With fake | | | | units roaming your oppo- | | | | nent's base, there's a fair | | | | chance he'll target those | | | | first while your real units | | | | deal the real damage---cool!| | | | | | Arbiter | Archon | Whenever you see an entire | | | | enemy fleet come your way, | | | | meet them with your arbiter | | | | en route, Stasis Field half | | | | their troops, then Recall | | | | all those archons in your | | | | base longing for battle. | | | | | | Arbiter | Reaver | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Arbiter | Shuttle | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Arbiter | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your arbiters. The observer | | | | will then follow the said | | | | unit wherever it goes, and | | | | enable it to attack hidden | | | | enemies of any kind. | | | | | | Arbiter | Scout | Just Stasis Field half your | | | | opponent's troops and send | | | | those scouts in. No need to | | | | use your Recall spell since | | | | scouts fly fast enough to | | | | reach the area before the | | | | stasis wears off. That way | | | | you can cast yet another of | | | | those fields to really give | | | | an opponent a serious head- | | | | ache. | | | | | | Arbiter | Carrier | Whenever you see an entire | | | | enemy fleet come your way, | | | | meet them with your arbiter | | | | en route, Stasis Field half | | | | their troops, then Recall | | | | all those carriers in your | | | | base longing for battle. | | | | | | Arbiter | Arbiter | This ain't no combo so try | | | | it but don't claim it to be | | | | a combo of any sort. | | | | | | | | | ----------------------------------------------------------------------- Other Protoss combos include: 1) attackers : any ground unit -| extra attackers : any other ground unit -| back-up : shuttle -| extra back-up : high templar ---> Shuttles can rarely enter any base unharmed, or any expected ratio : any number less than good base alive. It is or equal to eight ground therefore the job of the units for every one high templar to cast Hallu- shuttle and one high cination on the desired templar shuttle before the said transport unit proceeds to unload your men in the middle of an opponent's base, so as to confuse his building attackers or any other air defense on which shuttle to target. 2) attackers : dragoon -| extra attackers : none -| back-up : reaver -| extra back-up : scout ---> Dragoons will play some hit and run, while those reavers (fully loaded with expected ratio : four dra- scarabs, of course) will play hit and goons for hit. Only an enemy flyer can pass through every one this type of combo alive, but with scouts reaver and hunting them down as soon as they leave one scout their base perimeter, they don't have much chance of survival. 3) attackers : scout -| extra attackers : carrier -| back-up : arbiter -| extra back-up : none ---> The perfect air force; not only will all your units be cloaked via arbiters and half the opposing forces kept quiet again via those airborne spell casters, and their Stasis Field, but all these units shall be extremely effective both on land (via carriers) and in air (via scouts. And as an added feature, newly warped in scouts, carriers, or any other unit may very well be teleported right under the opponent's nose through the ever so reliable Recall spell, again available because of the arbiter. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ _ _ ____ ____ __ __ __ _ _ _____ ____ _ _ ( \/ )(_ _)( \/ ) (_ _)( ___) /__\ ( \/ )( \/\/ )( _ )( _ \( )/ ) ) ( _)(_ \ / )( )__) /(__)\ ) ( ) ( )(_)( ) / ) ( (_/\_)(____) \/ () (__) (____)(__)(__)(_/\/\_)(__/\__)(_____)(_)\_)(_)\_) As mentioned, even with all their units combined, no race can be called a perfect killing machine, since it will STILL have it's weaknesses thus need of a more complicated type of combo, one that is only possible through teamwork, more preferably with an ally using a race different from yours. Multi-racial combos simply fill up more gaps and weaknesses and even create new strengths for supposedly average units. Once again, it's the spell casters of each race that could prove to be forces to reckon with, but yes, multi-racial combos are not limited to these versatile units. And with an alliance composed of all three races, using the right teamwork moves, there is no chance even for four people using the same race, forming an alliance among themselves, to win. Below is a list of every possible combo using two units of different races, and some using more: _______________________________________________________________________ Race____|_Attacker______|_Back-up_______|_Comments____________________| | | | | Terran | SCV | Drone | Are you kiddin me, boy!? | | | | Use this type of combo only | | | | when rushing the opponent | | | | VERY early in the game; the | | | | SCV is the best worker in | | | | terms of attacks, remember? | | | | | | SCV | Zergling | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Hydralisk | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Ultralisk | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Defiler | Using an SCV to win is just | | | | plain pathetic, unless all | | | | the opponent's units have | | | | already suffered the full | | | | effects of the defiler's | | | | Plague spell, and you got | | | | no other men to finish the | | | | job. | | | | | | SCV | Broodling | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Infested | Attacking with an SCV is | | | Terran | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Overlord | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | SCV | Mutalisk | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Guardian | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Queen | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | SCV | Scourge | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Probe | Are you kiddin me, boy!? | | | | Use this type of combo only | | | | when rushing the opponent | | | | VERY early in the game; the | | | | SCV is the best worker in | | | | terms of attacks, remember? | | | | | | SCV | Zealot | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Dragoon | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | High Templar | Using an SCV to win is just | | | | plain pathetic, unless all | | | | the opponent's units have | | | | already suffered the full | | | | effects of the high temp- | | | | lar's Psionic Storm spell, | | | | and you got no other men to | | | | finish the job. | | | | | | SCV | Archon | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Reaver | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Shuttle | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | SCV | Observer | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | SCV | Scout | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Carrier | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | SCV | Arbiter | Attacking with an SCV is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Marine | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Marine | Zergling | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Marine | Hydralisk | Works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Marine | Ultralisk | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Marine | Defiler | The defiler's Dark Swarm | | | | spell enables any unit to | | | | penetrate any opponent's | | | | base unharmed by what most | | | | likely it would face first, | | | | namely, units with long- | | | | range weapons! With this | | | | spell cast in strategic | | | | locations throughout your | | | | opponent's base, your mar- | | | | ines should have no prob- | | | | lem finishing their mission | | | | in record time. Take note | | | | that even though your mar- | | | | ines themselves wouldn't | | | | be able to deal damage to | | | | their enemies, they can and | | | | should attack the enemy's | | | | buildings instead. | | | | | | Marine | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by marines alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Marine | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Marine | Overlord | Your overlord will load the | | | | marines and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Even | | | | more recommended than a mar-| | | | ine-dropship combo due to | | | | the overlord's detector abi-| | | | lity. | | | | | | Marine | Mutalisk | The marines will enter an | | | | opponent's base, split up, | | | | and attack everything in | | | | sight. And while they do, | | | | the mutalisks and their | | | | bouncing Glave Wurms will | | | | finish the job, or jobs. | | | | | | Marine | Guardian | Your marines will swarm the | | | | opponent's base, attacking | | | | anything you want it to. | | | | Meanwhile, you must utilize | | | | your guardians to take out | | | | enemy spell casters as well | | | | as his splash-damagers, | | | | since it's these two types | | | | of units that can really | | | | ruin a swarm. | | | | | | Marine | Queen | Nothing specific for this | | | | type of combo; just use the | | | | marines for attacking, and | | | | at the same time use your | | | | queens for casting spells | | | | other than Parasite on ene- | | | | my units when needed. | | | | | | Marine | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Marine | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Marine | Zealot | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Marine | Dragoon | Works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Marine | High Templar | Many people believe that it | | | | simply is illogical to cast | | | | Psionic Storm in an area | | | | where your allies are but | | | | you wouldn't mind sacrifi- | | | | cing a few marines for a | | | | well-placed Psionic Storm | | | | would you? Would you!? | | | | | | Marine | Archon | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Marine | Reaver | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Marine | Shuttle | Your shuttle will load the | | | | marines and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Even | | | | more recommended than a mar-| | | | ine-dropship combo due to | | | | the shuttle's increased | | | | flight speed. | | | | | | Marine | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your marines. The observer | | | | will then follow the said | | | | unit wherever it goes, and | | | | enable it to attack hidden | | | | enemies of any kind. | | | | | | Marine | Scout | Both will fare well on the | | | | ground, but when enemy air | | | | units arrive, it's time for | | | | these scouts to do what | | | | they do best. | | | | | | Marine | Carrier | Always use your basic units | | | | to do basic things while | | | | the others do the more com- | | | | plicated ones. Such is true | | | | for this type of combo, | | | | where your marines will do | | | | nothing but attack the opp- | | | | onents, while your carriers | | | | specifically target their | | | | interceptors towards the | | | | tougher, splash-damaging | | | | units. | | | | | | Marine | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Firebat | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Firebat | Zergling | Works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Firebat | Hydralisk | The strategies that come | | | | with this combo are quite | | | | simple: just use your fire- | | | | bats against his stronger | | | | but shorter-ranged ground | | | | units, while the hydralisks | | | | continously whack them from | | | | afar. | | | | | | Firebat | Ultralisk | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Firebat | Defiler | The defiler's Dark Swarm | | | | spell enables any unit to | | | | penetrate any opponent's | | | | base unharmed by what most | | | | likely it would face first, | | | | namely, units with long- | | | | range weapons! With this | | | | spell cast in strategic | | | | locations throughout your | | | | opponent's base, your fire- | | | | bats should have no prob- | | | | lem finishing their mission | | | | in record time. | | | | | | Firebat | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by firebats alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Firebat | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Firebat | Overlord | Your overlord will load the | | | | firebats and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Even | | | | more recommended than a | | | | firebat-dropship combo due | | | | to the overlord's detector | | | | ability. | | | | | | Firebat | Mutalisk | The firebats will enter an | | | | opponent's base, split up, | | | | and attack everything in | | | | sight. And while they do, | | | | the mutalisks and their | | | | bouncing Glave Wurms will | | | | finish the job, or jobs. | | | | | | Firebat | Guardian | Your firebats will swarm | | | | the opponent's base, attack-| | | | ing anything you want it to.| | | | Meanwhile, you must utilize | | | | your guardians to take out | | | | enemy spell casters as well | | | | as his splash-damagers, | | | | since it's these two types | | | | of units that can really | | | | ruin a swarm. | | | | | | Firebat | Queen | Nothing specific for this | | | | type of combo; just use the | | | | firebats for attacking, and | | | | at the same time use your | | | | queens for casting spells | | | | other than Parasite on ene- | | | | my units when needed. | | | | | | Firebat | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Firebat | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Firebat | Zealot | Works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Firebat | Dragoon | The strategies that come | | | | with this combo are quite | | | | simple: just use your fire- | | | | bats against his stronger | | | | but shorter-ranged ground | | | | units, while the dragoons | | | | continously whack them from | | | | afar. | | | | | | Firebat | High Templar | Many people believe that it | | | | simply is illogical to cast | | | | Psionic Storm in an area | | | | where your allies are but | | | | you wouldn't mind sacrifi- | | | | cing a few firebats for a | | | | well-placed Psionic Storm | | | | would you? Would you!? | | | | | | Firebat | Archon | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Firebat | Reaver | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to worry 'bout | | | | the splash damage dealt by | | | | a reaver's almighty scarab, | | | | since firebats are but a | | | | small price to pay for lots | | | | o' kills. | | | | | | Firebat | Shuttle | Your shuttle will load the | | | | firebats and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Even | | | | more recommended than a | | | | firebat-dropship combo due | | | | to the shuttle's increased | | | | flight speed. | | | | | | Firebat | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your firebats. The observer | | | | will then follow the said | | | | unit wherever it goes, and | | | | enable it to attack hidden | | | | enemies of any kind. | | | | | | Firebat | Scout | Both will fare well on the | | | | ground (though firebats'll | | | | fare better), but when the | | | | opponent's air units arrive,| | | | it's time for these scouts | | | | to do what they do best. | | | | | | Firebat | Carrier | Always use your basic units | | | | to do basic things while | | | | the others do the more com- | | | | plicated ones. Such is true | | | | for this type of combo, | | | | where your firebats will do | | | | nothing but attack the opp- | | | | onents, while your carriers | | | | specifically target their | | | | interceptors towards the | | | | tougher, splash-damaging | | | | units. | | | | | | Firebat | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Ghost | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Ghost | Zergling | Nuke his base then eat it | | | | up. 'Nuff said. | | | | | | Ghost | Hydralisk | Nuke his base then slime it | | | | all up. Sounds good, tastes | | | | even better. | | | | | | Ghost | Ultralisk | Nuke his entire base then | | | | give it a good whacking. A | | | | very old strategy and one | | | | good example of winning the | | | | traditional way. | | | | | | Ghost | Defiler | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Ghost | Broodling | Using a broodling to win's | | | | just plain pathetic, unless | | | | the opponent's units have | | | | already suffered the full | | | | effects of a nuclear strike,| | | | and you got no other men to | | | | finish the job. | | | | | | Ghost | Infested | You must totally adore the | | | Terran | sight of exploding things | | | | if you always use this type | | | | of combo. But anyway, just | | | | nuke his entire base, espe- | | | | cially in areas where air | | | | units are abundant, then | | | | use your infested terrans | | | | to take out the other areas,| | | | since if most the enemy's | | | | air units are taken out, | | | | your infested terrans are | | | | sure to dominate. | | | | | | Ghost | Overlord | Nuke his base then retreat | | | | with the help of your over- | | | | lord. Mission accomplished, | | | | piece o' cake. | | | | | | Ghost | Mutalisk | Nuke his entire base then | | | | eat it all up, just like | | | | with the zerglings. | | | | | | Ghost | Guardian | Nuke his entire base then | | | | finish it off with the awe- | | | | some range and power of the | | | | guardian's Acid Spore. | | | | | | Ghost | Queen | Nuking an opponent's head- | | | | quarters isn't enough to | | | | level it to the ground, | | | | even if you do it twice. | | | | But it sure readies that | | | | structure for infesting! | | | | (Ok, so this strategy only | | | | works for the Terrans, but | | | | at least it works pretty | | | | well) Just infest the damn | | | | sturdy structure and make | | | | it produce your men instead!| | | | | | Ghost | Scourge | Nuke his entire base, espe- | | | | cially in areas where | | | | ground units are abundant, | | | | then use your scouts to | | | | take out the other areas, | | | | since if most the enemy's | | | | ground units are taken out, | | | | your scourges are sure to | | | | dominate. | | | | | | Ghost | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Ghost | Zealot | Nuke his base then clean it | | | | all up. 'Nuff said. | | | | | | Ghost | Dragoon | Nuke his entire base and | | | | then again clean it all up. | | | | Easier said than done. | | | | | | Ghost | High Templar | Ghost w/ nukes are powerful | | | | units, thus will be the | | | | instant target of all enemy | | | | untis nearby. It usually | | | | won't stand a chance when | | | | in a small group, and using | | | | more than that can some- | | | | times cost too much. The | | | | solution? Hallucination! | | | | With fake units roaming the | | | | opponent's base, there's a | | | | fair chance he'll target | | | | those first while your real | | | | units deal the real nuclear | | | | damage---cool! | | | | | | Ghost | Archon | Nuke his entire base then | | | | give it a good whacking. A | | | | very old strategy and one | | | | good example of winning the | | | | traditional way. | | | | | | Ghost | Reaver | You must totally adore the | | | | sight of exploding things | | | | if you always use this type | | | | of combo. But anyway, just | | | | nuke his entire base, espe- | | | | cially in areas where enemy | | | | air units are abundant, | | | | then use your reavers to | | | | to take out the other areas,| | | | since if most the enemy's | | | | air units are taken out, | | | | your reavers are sure to | | | | dominate. | | | | | | Ghost | Shuttle | Nuke his base then retreat | | | | with the help of your shut- | | | | tle. Mission accomplished, | | | | piece o' cake. | | | | | | Ghost | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your ghosts. The observer | | | | will then follow the said | | | | unit wherever it goes, and | | | | enable it to attack hidden | | | | enemies of any kind. | | | | | | Ghost | Scout | Nuke his entire base, espe- | | | | cially in areas where | | | | ground units are abundant, | | | | then use your scouts to | | | | take out the other areas, | | | | since if most the enemy's | | | | ground units are taken out, | | | | your scouts are sure to | | | | dominate. | | | | | | Ghost | Carrier | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to let even a | | | | single interceptor out of | | | | those mighty carriers with- | | | | out first launching every | | | | reserved nuke in your base. | | | | | | Ghost | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Vulture | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Vulture | Zergling | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to plant your | | | | spider mines till most your | | | | zerglings are killed. Spi- | | | | der mines can kill zerg- | | | | lings, you know. | | | | | | Vulture | Hydralisk | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Vulture | Ultralisk | This type of combo should | | | | theoretically work only if | | | | the ultralisks are the at- | | | | tacking units while the vul-| | | | tures are the back-ups but, | | | | mysteriously enough, it | | | | works vice versa! | | | | | | Vulture | Defiler | The defiler's Dark Swarm | | | | spell enables any unit to | | | | penetrate any opponent's | | | | base unharmed by what most | | | | likely it would face first, | | | | namely, units with long- | | | | range weapons! With this | | | | spell cast in strategic | | | | locations throughout your | | | | opponent's base, your vul- | | | | tures should have no prob- | | | | lem finishing their mission | | | | in record time. Take note | | | | that even though your vul- | | | | tures themselves wouldn't | | | | be able to deal damage to | | | | their enemies, they can and | | | | should attack the enemy's | | | | buildings instead, not to | | | | mention plant their Spider | | | | Mines with impunity. | | | | | | Vulture | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by vultures alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Vulture | Infested | You must totally adore the | | | Terran | sight of exploding things | | | | if you always use this type | | | | of combo. But anyway, it | | | | works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Vulture | Overlord | Your overlord will load the | | | | vultures and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Even | | | | more recommended than a vul-| | | | ture-dropship combo due to | | | | the overlord's detector abi-| | | | lity. | | | | | | Vulture | Mutalisk | The vultures will enter an | | | | opponent's base, split up, | | | | and attack everything in | | | | sight. And while they do, | | | | the mutalisks and their | | | | bouncing Glave Wurms will | | | | finish the job, or jobs. | | | | | | Vulture | Guardian | Your vultures will swarm | | | | the opponent's base, attack-| | | | ing anything you want it to.| | | | Meanwhile, you must utilize | | | | your guardians to take out | | | | enemy spell casters as well | | | | as his splash-damagers, | | | | since it's these two types | | | | of units that can really | | | | ruin a swarm. | | | | | | Vulture | Queen | Nothing specific for this | | | | type of combo; just use the | | | | vultures for attacking, and | | | | at the same time use your | | | | queens for casting spells | | | | other than Parasite on ene- | | | | my units when needed. | | | | | | Vulture | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Vulture | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Vulture | Zealot | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to plant your | | | | spider mines till most your | | | | zealots are killed. Spider | | | | mines can kill zealots, you | | | | you know. | | | | | | Vulture | Dragoon | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Vulture | High Templar | Many people believe that it | | | | simply is illogical to cast | | | | Psionic Storm in an area | | | | where your allies are but | | | | you wouldn't mind sacrifi- | | | | cing a few vultures for a | | | | well-placed Psionic Storm | | | | would you? Would you!? | | | | | | Vulture | Archon | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Vulture | Reaver | You must totally adore the | | | | sight of exploding things | | | | if you always use this type | | | | of combo. But anyway, it | | | | works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Vulture | Shuttle | Your shuttle will load the | | | | vultures and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Even | | | | more recommended than a vul-| | | | ture-dropship combo due to | | | | the shuttle's increased | | | | flight speed. | | | | | | Vulture | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your vultures. The observer | | | | will then follow the said | | | | unit wherever it goes, and | | | | enable it to attack hidden | | | | enemies of any kind. | | | | | | Vulture | Scout | You can very well use your | | | | vultures to wreck havoc in | | | | any opponent's base, but if | | | | airborne resistance proves | | | | to be too much to handle, | | | | then it's time for your | | | | scouts to lend a helping | | | | Anti-matter Missile. | | | | | | Vulture | Carrier | Now matter how hard I try, | | | | I can't come up with a suit-| | | | able strategy for a combo | | | | such as this. Perhaps just | | | | attacking with these units | | | | as if they weren't teamed- | | | | up is the better idea. | | | | | | Vulture | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Siege Tank | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Siege Tank | Zergling | Siege tanks, especially | | | | those in siege mode, can | | | | wreck some serious havoc in | | | | any given base because of | | | | their long-ranged attacks. | | | | However, also because of | | | | these attacks, siege-moded | | | | siege tanks are helpless if | | | | ever an enemy unit gets too | | | | close. And it's the zerg- | | | | ling's job to prevent that | | | | from happening. | | | | | | Siege Tank | Hydralisk | Siege tanks, especially | | | | those in siege mode, can | | | | wreck some serious havoc in | | | | any given base because of | | | | their long-ranged attacks. | | | | However, also because of | | | | these attacks, siege-moded | | | | siege tanks are helpless if | | | | ever an enemy unit gets too | | | | close. And like the zerg- | | | | ling, it can also be the | | | | job of the hydralisk to | | | | prevent that from happening.| | | | | | Siege Tank | Ultralisk | Siege tanks, especially | | | | those in siege mode, can | | | | wreck some serious havoc in | | | | any given base because of | | | | their long-ranged attacks. | | | | However, also because of | | | | these attacks, siege-moded | | | | siege tanks are helpless if | | | | ever an enemy unit gets too | | | | close. And like the zerg- | | | | ling, it can also be the | | | | job of the ultralisk to | | | | prevent that from happening.| | | | | | Siege Tank | Defiler | The defiler's Dark Swarm | | | | spell enables any unit to | | | | penetrate any opponent's | | | | base unharmed by what most | | | | likely it would face first, | | | | namely, units with long- | | | | range weapons! With this | | | | spell cast in strategic | | | | locations throughout your | | | | opponent's base, your siege | | | | tanks should have no prob- | | | | lem finishing their mission | | | | in record time. Take note | | | | that even though your siege | | | | tanks themselves wouldn't | | | | be able to deal damage to | | | | their enemies, they can and | | | | should attack the enemy's | | | | buildings instead, not to | | | | mention going Siege Mode | | | | and killing everything OUT- | | | | SIDE the Dark Swarm's range!| | | | | | Siege Tank | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by siege tanks alone, sim- | | | | ply because the broodlings | | | | are extremely weak, even | | | | weaker than the zerglings! | | | | | | Siege Tank | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Siege Tank | Overlord | Your overlord will load the | | | | tank-moded siege tanks and | | | | situate them somewhere in | | | | the middle of an opponent's | | | | base, what else were you | | | | thinking for this type of | | | | combo? Even more recommend- | | | | ed than a siege tank-drop- | | | | ship combo due to the over- | | | | lord's detector ability. | | | | | | Siege Tank | Mutalisk | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Siege Tank | Guardian | The perfect "range" combo, | | | | works both ways and has the | | | | highly amusing ability to | | | | just rip through any known | | | | Starcraft defense, with air-| | | | borne ones as the only pos- | | | | sible exception. Still, a | | | | combo such as this is one | | | | of the mightier ones if ya | | | | ask me. | | | | | | Siege Tank | Queen | Nothing specific for this | | | | type of combo; just use the | | | | siege tanks for attacking, | | | | and at the same time use | | | | your queens for casting | | | | spells other than Parasite | | | | on enemy units when needed. | | | | | | Siege Tank | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Siege Tank | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Siege Tank | Zealot | Siege tanks, especially | | | | those in siege mode, can | | | | wreck some serious havoc in | | | | any given base because of | | | | their long-ranged attacks. | | | | However, also because of | | | | these attacks, siege-moded | | | | siege tanks are helpless if | | | | ever an enemy unit gets too | | | | close. And it's the zeal- | | | | ot's job to prevent that | | | | from happening. | | | | | | Siege Tank | Dragoon | Siege tanks, especially | | | | those in siege mode, can | | | | wreck some serious havoc in | | | | any given base because of | | | | their long-ranged attacks. | | | | However, also because of | | | | these attacks, siege-moded | | | | siege tanks are helpless if | | | | ever an enemy unit gets too | | | | close. And like the zealot, | | | | it can also be the job of | | | | the dragoon to prevent that | | | | from happening. | | | | | | Siege Tank | High Templar | Siege tanks are powerful | | | | units, thus will be the | | | | instant target of all enemy | | | | untis nearby. It usually | | | | won't stand a chance when | | | | in a small group, and using | | | | more than that can some- | | | | times cost too much. The | | | | solution? Hallucination! | | | | With fake units roaming the | | | | opponent's base, there's a | | | | fair chance he'll target | | | | those first while your real | | | | units deal the real damage--| | | | cool! | | | | | | Siege Tank | Archon | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed, utilizes your ar- | | | | chons to take out the enemy | | | | air units and the siege- | | | | moded siege tanks for those | | | | that move on land---cool! | | | | | | Siege Tank | Reaver | The perfect Terran-Protoss | | | | ground-based "range" combo, | | | | works both ways and has the | | | | highly amusing ability to | | | | just rip through any known | | | | Starcraft defense, with air-| | | | borne ones as the only pos- | | | | sible exception. Still, a | | | | combo such as this is one | | | | of the mightier ones if ya | | | | ask me. | | | | | | Siege Tank | Shuttle | Your shuttle will load the | | | | tank-moded siege tanks and | | | | situate them somewhere in | | | | the middle of an opponent's | | | | base, what else were you | | | | thinking for this type of | | | | combo? Even more recommend- | | | | ed than a siege tank-drop- | | | | ship combo due to the shut- | | | | tle's increased flight | | | | speed. | | | | | | Siege Tank | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your siege tanks. The obser-| | | | ver will then follow the | | | | said unit wherever it goes, | | | | and enable it to attack hid-| | | | den enemies of any kind. | | | | | | Siege Tank | Scout | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your scouts to | | | | take out the opponent's air | | | | units and the siege-moded | | | | siege tanks for those that | | | | move on land---very cool! | | | | | | Siege Tank | Carrier | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your car- | | | | riers to take out the enemy | | | | air units and the siege- | | | | moded siege tanks for those | | | | that move on land---cool! | | | | | | Siege Tank | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Goliath | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Goliath | Zergling | Goliaths cannot do much if | | | | surrounded by short-ranged | | | | ground units. And though | | | | your zerglings could be | | | | used to keep this from hap- | | | | penning perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Goliath | Hydralisk | Goliaths cannot do much if | | | | surrounded by short-ranged | | | | ground units. And though | | | | your hydralisks could be | | | | used to keep this from hap- | | | | penning perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Goliath | Ultralisk | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your goli- | | | | aths to take out the enemy | | | | air units and the ultra- | | | | lisks for those that move | | | | on land---very cool! | | | | | | Goliath | Defiler | The defiler's Dark Swarm | | | | spell enables any unit to | | | | penetrate any opponent's | | | | base unharmed by what most | | | | likely it would face first, | | | | namely, units with long- | | | | range weapons! With this | | | | spell cast in strategic | | | | locations throughout your | | | | opponent's base, your gol- | | | | iaths should have no prob- | | | | lem finishing their mission | | | | in record time. Take note | | | | that even though your gol- | | | | iaths themselves wouldn't | | | | be able to deal damage to | | | | their enemies, they can and | | | | should attack the enemy's | | | | buildings instead, not to | | | | mention his air units since | | | | your air weapons won't be | | | | included in the spell's ef- | | | | fect. | | | | | | Goliath | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by goliaths alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Goliath | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Goliath | Overlord | Your overlord will load the | | | | goliaths and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Even | | | | more recommended than a gol-| | | | iath-dropship combo due to | | | | the overlord's detector abi-| | | | lity. | | | | | | Goliath | Mutalisk | Goliaths cannot do much if | | | | surrounded by short-ranged | | | | ground units. And though | | | | your mutalisks could be | | | | used to keep this from hap- | | | | penning, perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Goliath | Guardian | This is the only "crossover"| | | | combo found in the game, | | | | and is a very powerful pair | | | | at that. The reason behind | | | | it's name is the fact that | | | | it utilizes your ground | | | | units---the goliaths---to | | | | to take out the opponent's | | | | air units while you air | | | | units---the guardians---for | | | | those that move on land... | | | | very cool! | | | | | | Goliath | Queen | Nothing specific for this | | | | type of combo; just use the | | | | goliaths for attacking, and | | | | at the same time use your | | | | queens for casting spells | | | | other than Parasite on ene- | | | | my units when needed. | | | | | | Goliath | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Goliath | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Goliath | Zealot | Goliaths cannot do much if | | | | surrounded by short-ranged | | | | ground units. And though | | | | your zealots could be used | | | | to keep this from happen- | | | | ning perhaps doing it the | | | | other way around is the bet-| | | | ter idea. | | | | | | Goliath | Dragoon | Goliaths cannot do much if | | | | surrounded by short-ranged | | | | ground units. And though | | | | your dragoons could be used | | | | to keep this from happen- | | | | ning perhaps doing it the | | | | other way around is the bet-| | | | ter idea. | | | | | | Goliath | High Templar | Goliaths are powerful units,| | | | thus will be the instant | | | | target of all enemy units | | | | nearby. It usually won't | | | | stand a chance when in a | | | | small group, and using more | | | | than that can sometimes | | | | cost too much. The solution?| | | | Hallucination! With fake | | | | units roaming your oppo- | | | | nent's base, there's a fair | | | | chance he'll target those | | | | first while your real units | | | | deal the real damage---cool!| | | | | | Goliath | Archon | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your goliaths to | | | | take out the opponent's air | | | | units and the power-over- | | | | whelmed archons for those | | | | that move on land---cool! | | | | | | Goliath | Reaver | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your gol- | | | | iaths to take out the enemy | | | | air units and the scarab- | | | | loaded reavers for those | | | | that move on land---cool! | | | | | | Goliath | Shuttle | Your shuttle will load the | | | | goliaths and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Even | | | | more recommended than a gol-| | | | iath-dropship combo due to | | | | the shuttle's increased | | | | flight speed. | | | | | | Goliath | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your goliaths. The observer | | | | will then follow the said | | | | unit wherever it goes, and | | | | enable it to attack hidden | | | | enemies of any kind. | | | | | | Goliath | Scout | Anti-matter Missiles plus | | | | Hellfire Missiles equals... | | | | total airborne annihilation!| | | | A combo such as this is | | | | extremely effective against | | | | the opponent's air units | | | | (surprise, surprise) and is | | | | especially useful against | | | | the Zerg, who have airborne | | | | supply providers to protect.| | | | | | Goliath | Carrier | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your goliaths to | | | | take out the opponent's air | | | | units and the carrier's | | | | interceptors to deal with | | | | those that move on land--- | | | | cool! | | | | | | Goliath | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Wraith | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Wraith | Zergling | Wraiths are quite pathetic | | | | in air-to-ground situations,| | | | and using your most basic | | | | ground units (zerglings) to | | | | help them out is just the | | | | thing to do. Not as recom- | | | | mended as the wraith-hydra- | | | | lisk combo, but recommended | | | | nonetheless. | | | | | | Wraith | Hydralisk | Wraiths are quite pathetic | | | | in air-to-ground situations,| | | | and using your most basic | | | | ground units (hydralisks) | | | | to help them out is just | | | | the thing to do. | | | | | | Wraith | Ultralisk | Wraiths are quite pathetic | | | | in air-to-ground situations,| | | | and using your less basic | | | | ground units (ultralisks) | | | | to help them out is just | | | | the thing to do. Not as | | | | recommended as the wraith- | | | | hydralisk combo, but recom- | | | | mended nonetheless. | | | | | | Wraith | Defiler | Many people believe that it | | | | simply is illogical to cast | | | | Plague in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few wraiths for a | | | | well-placed Plague, would | | | | you? Would you!? | | | | | | Wraith | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by wraiths alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Wraith | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Wraith | Overlord | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Wraith | Mutalisk | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to show your | | | | mutalisk squad to the enemy | | | | if your cloaked wraiths can | | | | accomplish the mission by | | | | themselves. | | | | | | Wraith | Guardian | Your wraiths will swarm the | | | | opponent's base, attacking | | | | anything you want it to. | | | | Meanwhile, you must utilize | | | | your guardians to take out | | | | enemy spell casters as well | | | | as his splash-damagers, | | | | since it's these two types | | | | of units that can really | | | | ruin a swarm. | | | | | | Wraith | Queen | Nothing specific for this | | | | type of combo; just use the | | | | wraiths for attacking, and | | | | at the same time use your | | | | queens for casting spells | | | | other than Parasite on ene- | | | | my units when needed. | | | | | | Wraith | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Wraith | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Wraith | Zealot | Wraiths are quite pathetic | | | | in air-to-ground situations,| | | | and using your most basic | | | | ground units (zealots) to | | | | help them out is just the | | | | thing to do. Not as recom- | | | | mended as the wraith-dra- | | | | goon combo, but recommended | | | | nonetheless. | | | | | | Wraith | Dragoon | Wraiths are quite pathetic | | | | in air-to-ground situations,| | | | and using your most basic | | | | ground units (dragoons) to | | | | to help them out is just | | | | the thing to do. | | | | | | Wraith | High Templar | Many people believe that it | | | | simply is illogical to cast | | | | Psionic Storm in an area | | | | where your allies are but | | | | you wouldn't mind sacrifi- | | | | cing a few wraiths for a | | | | well-placed Psionic Storm | | | | would you? Would you!? | | | | | | Wraith | Archon | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Wraith | Reaver | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Wraith | Shuttle | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Wraith | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your wraiths. The observer | | | | will then follow the said | | | | unit wherever it goes, and | | | | enable it to attack hidden | | | | enemies of any kind. | | | | | | Wraith | Scout | You can very well use your | | | | wraiths to wreck havoc in | | | | any opponent's base, but if | | | | airborne resistance proves | | | | to be too much to handle, | | | | then it's time for your | | | | scouts to lend a helping | | | | Anti-matter Missile. | | | | | | Wraith | Carrier | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to show your | | | | carriers to the enemy if | | | | your cloaked wraiths can | | | | accomplish the mission by | | | | themselves. | | | | | | Wraith | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Dropship | Drone | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Dropship | Zergling | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Hydralisk | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Ultralisk | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Defiler | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Dropship | Broodling | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Infested | And how do you expect to | | | Terran | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Overlord | Are you kiddin me, boy!? | | | | Using a combo of transport | | | | units and nothing else (!) | | | | won't give you much help in | | | | the game. In fact, it won't | | | | give you any help at all! | | | | | | Dropship | Mutalisk | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Dropship | Guardian | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Dropship | Queen | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Dropship | Scourge | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Dropship | Probe | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Dropship | Zealot | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Dragoon | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | High Templar | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Dropship | Archon | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Reaver | And how do you expect to | | | | attack with a dropship? You | | | | don't! Using the dropship | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Dropship | Shuttle | Are you kiddin me, boy!? | | | | Using a combo of transport | | | | units and nothing else (!) | | | | won't give you much help in | | | | the game. In fact, it won't | | | | give you any help at all! | | | | | | Dropship | Observer | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Dropship | Scout | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Dropship | Carrier | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Dropship | Arbiter | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Science | Drone | A combo of two non-attack- | | Vessel | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Science | Zergling | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | eat it up. 'Nuff said. | | | | | | Science | Hydralisk | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | slime it all up. Sounds | | | | good, tastes even better. | | | | | | | | | | Science | Ultralisk | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | give it a good whacking. A | | | | very old strategy and one | | | | good example of winning the | | | | traditional way. | | | | | | Science | Defiler | A combo of two non-attack- | | Vessel | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Science | Broodling | Using a broodling to win's | | Vessel | | just plain pathetic, unless | | | | the opponent is a Protoss, | | | | all his base units have | | | | already suffered the full | | | | effects of the EMP Shock- | | | | wave spell, and you got no | | | | other men to finish the job.| | | | | | Science | Infested | Only works for the Protoss: | | Vessel | Terran | EMP Shockwave his base then | | | | blow it up. 'Nuff said. | | | | | | Science | Overlord | A combo of a transport unit | | Vessel | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Science | Mutalisk | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | use your mutalisks and | | | | their bouncing Glave Wurms | | | | to finish the job. | | | | | | Science | Guardian | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | use your guardians and | | | | their long range Acid Spore | | | | attacks to finish the job. | | | | | | Science | Queen | A combo of two non-attack- | | Vessel | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Science | Scourge | Works both ways, but really | | Vessel | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Science | Probe | A combo of two non-attack- | | Vessel | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Science | Zealot | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | clean it all up. 'Nuff said | | | | | | Science | Dragoon | Only works for the Protoss: | | Vessel | | EMP Shockwave his base and | | | | then again clean it all up. | | | | Easier said than done. | | | | | | | | | | Science | High Templar | A combo of two non-attack- | | Vessel | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Science | Archon | Only works for the Protoss: | | Vessel | | EMP Shockwave his base (be | | | | careful NOT to situate your | | | | archons anywhere near the | | | | blast else it's YOU who's | | | | screwed) then give it a | | | | good whallop. A very old | | | | strategy and one good exam- | | | | ple of winning the tradi- | | | | tional way. | | | | | | Science | Reaver | Only works for the Protoss: | | Vessel | | EMP Shockwave his base then | | | | give it a good whacking. A | | | | very old strategy and one | | | | good example of winning the | | | | traditional way. | | | | | | Science | Shuttle | A combo of a transport unit | | Vessel | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Science | Observer | A combo of two non-attack- | | Vessel | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Science | Scout | Only works for the Protoss: | | Vessel | | EMP Shockwave his base, es- | | | | pecially in areas where | | | | ground units are abundant, | | | | then use your scouts to | | | | take out the other areas, | | | | since if most the enemy's | | | | ground units are down to | | | | half their HPs, your scouts | | | | are sure to dominate. | | | | | | Science | Carrier | No specific strategies for | | Vessel | | this type of combo. Just | | | | remember NOT to let even a | | | | single interceptor out of | | | | those mighty carriers with- | | | | out first draining those | | | | science vessels of their | | | | EMP Shockwaving energy. | | | | | | Science | Arbiter | The Protoss arbiter is one | | Vessel | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Battlecruiser | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Battlecruiser | Zergling | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Battlecruiser | Hydralisk | Only works for the Zerg: | | | | Use your battlecruisers to | | | | cast Yamato Guns on the | | | | opponent's buildings. While | | | | they're busy, your hydra- | | | | lisks'll be on the lookout | | | | for stray scourges that are | | | | most likely out for the air | | | | units--the battlecruisers-- | | | | you are using. | | | | | | Battlecruiser | Ultralisk | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your battlecrui- | | | | sers to take out the enemy | | | | air units and the mighty | | | | ultralisks for those that | | | | move on land---very cool! | | | | | | Battlecruiser | Defiler | Many people believe that it | | | | simply is illogical to cast | | | | Plague in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few battlecruisers | | | | for a well-placed Plague, | | | | would you? Would you!? | | | | | | Battlecruiser | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by battlecruisers alone, | | | | simply because the brood- | | | | lings are extremely weak, | | | | even weaker than the zerg- | | | | lings! | | | | | | Battlecruiser | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. A | | | | pretty mighty combo if ya | | | | ask me. | | | | | | Battlecruiser | Overlord | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Battlecruiser | Mutalisk | The battlecruisers will en- | | | | ter an opponent's base, | | | | split up, and attack every- | | | | thing in sight. And while | | | | they do, the mutalisks and | | | | their bouncing Glave Wurms | | | | will finish the job. | | | | | | Battlecruiser | Guardian | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your battlecrui- | | | | sers to take out the enemy | | | | air units and the guardians | | | | with their Acid Spores for | | | | those that move on land--- | | | | very cool! | | | | | | Battlecruiser | Queen | Nothing specific for this | | | | type of combo; just use the | | | | battlecruisers for attack- | | | | ing, and at the same time | | | | use your queens for casting | | | | spells other than Parasite | | | | on enemy units when needed. | | | | | | Battlecruiser | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Battlecruiser | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Battlecruiser | Zealot | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Battlecruiser | Dragoon | Only works for the Zerg: | | | | Use your battlecruisers to | | | | cast Yamato Guns on the | | | | opponent's buildings. While | | | | they're busy, your dragoons | | | | will be on the lookout for | | | | stray scourges that most | | | | likely would go for the air | | | | units--the battlecruisers-- | | | | you are using. | | | | | | Battlecruiser | High Templar | Battlecruisers are powerful | | | | units, thus will be the | | | | instant target of all enemy | | | | untis nearby. It usually | | | | won't stand a chance when | | | | in a small group, and using | | | | more than that can some- | | | | times cost too much. The | | | | solution? Hallucination! | | | | With fake units roaming the | | | | opponent's base, there's a | | | | fair chance he'll target | | | | those first while your real | | | | units deal the real damage--| | | | cool! | | | | | | Battlecruiser | Archon | Another cool "brute" combo, | | | | works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Battlecruiser | Reaver | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your battlecrui- | | | | sers to take out the enemy | | | | air units and the scarab- | | | | loaded reavers for those | | | | that move on land---cool! | | | | | | Battlecruiser | Shuttle | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Battlecruiser | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your battlecruisers. The ob-| | | | server will then follow the | | | | said unit wherever it goes, | | | | and enable it to attack hid-| | | | den enemies of any kind. | | | | | | Battlecruiser | Scout | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your scouts to | | | | take out the opponent's air | | | | units and the battlecruis- | | | | er's Yamato Guns for those | | | | that move on land---cool! | | | | | | Battlecruiser | Carrier | Hooo, mama! This is THE | | | | "brute" combo of all "brute"| | | | combos, and that I can con- | | | | clude primarily because, as | | | | you can see, this combo not | | | | only works both ways and | | | | wrecks some great havoc at | | | | that, it also is composed | | | | of nuthin but...motherships!| | | | | | Battlecruiser | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | | | | _______________________________________________________________________ Race____|_Attacker______|_Back-up_______|_Comments____________________| | | | | Zerg | Drone | SCV | Are you kiddin me, boy!? | | | | Use this type of attack, | | | | when rushing the opponent | | | | VERY early in the game; | | | | still a very lame idea if | | | | ya ask me, but it's your | | | | choice. | | | | | | Drone | Marine | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Firebat | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Ghost | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Vulture | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Siege Tank | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Goliath | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Wraith | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Dropship | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Drone | Science | A combo of two non-attack- | | | Vessel | ers is quite a lame idea if | | | | ya ask me. | | | | | | Drone | Battlecruiser | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Probe | Are you kiddin me, boy!? | | | | Use this type of attack, | | | | when rushing the opponent | | | | VERY early in the game; | | | | still a very lame idea if | | | | ya ask me, but it's your | | | | choice. | | | | | | Drone | Zealot | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Dragoon | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | High Templar | Using a drone to win is | | | | just plain pathetic, unless | | | | the opponent's units have | | | | already suffered the full | | | | effects of the high temp- | | | | lar's Psionic Storm spell, | | | | and you got no other men to | | | | finish the job. | | | | | | Drone | Archon | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Reaver | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Shuttle | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Drone | Observer | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Drone | Scout | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Carrier | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Drone | Arbiter | Attacking with a drone is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Zergling | SCV | Nothing this type of combo | | | | can do that can't be done | | | | by zerglings alone, except | | | | in super-early rushes, when | | | | the zerglings will need all | | | | the help they can get. | | | | | | Zergling | Marine | The strategies that come | | | | with this combo are quite | | | | simple: just use your zerg- | | | | lings against his stronger | | | | but shorter-ranged ground | | | | units, while the marines | | | | continously whack them from | | | | afar. | | | | | | Zergling | Firebat | Works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Zergling | Ghost | Many people believe that it | | | | simply is illogical to drop | | | | a nuke in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few zerglings for a | | | | well-placed nuke, would | | | | you? Would you!? | | | | | | Zergling | Vulture | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to plant your | | | | spider mines till most your | | | | zerglings are killed. Spi- | | | | der mines can kill zerg- | | | | lings, you know. | | | | | | Zergling | Siege Tank | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to worry 'bout | | | | the splash damage dealt by | | | | a siege-moded siege tank, | | | | since zerglings are but a | | | | small price to pay for lots | | | | o' kills. | | | | | | Zergling | Goliath | Both will fare well on the | | | | ground (though zerglings'll | | | | fare better), but when the | | | | opponent's air units arrive | | | | it's time for the goliath | | | | to do what it does best. | | | | | | Zergling | Wraith | The zerglings will swarm | | | | the opponent's base, heavi- | | | | ly concentrating on all | | | | nearby detectors in the | | | | Then come the wraiths | | | | (cloaked, of course) to | | | | finish off what remains of | | | | the zergling strike. | | | | | | Zergling | Dropship | Your dropship will load the | | | | zerglings and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Not as | | | | recommended as a zergling- | | | | overlord combo, period. | | | | | | Zergling | Science | Nothing specific for this | | | Vessel | type of combo; just use the | | | | zerglings for attacking, | | | | and at the same time use | | | | the science vessels for | | | | casting spells other than | | | | defensive matrix on oppo- | | | | nents when needed. | | | | | | Zergling | Battlecruiser | Always use your basic units | | | | to do basic things while | | | | the others do the more com- | | | | plicated ones. Such is true | | | | for this type of combo, | | | | where the zerglings will do | | | | nothing but attack the opp- | | | | onents, while your battle- | | | | cruisers use their Yamato | | | | Guns on the tougher, splash | | | | damaging enemies. | | | | | | Zergling | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Zergling | Zealot | Works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Zergling | Dragoon | The strategies that come | | | | with this combo are quite | | | | simple: just use your zerg- | | | | lings against his stronger | | | | but shorter-ranged ground | | | | units, while the dragoons | | | | continously whack them from | | | | afar. | | | | | | Zergling | High Templar | Many people believe that it | | | | simply is illogical to cast | | | | Psionic Storm in an area | | | | where your allies are but | | | | you wouldn't mind sacrifi- | | | | cing a few zerglings for a | | | | well-placed Psionic Storm | | | | would you? Would you!? | | | | | | Zergling | Archon | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Zergling | Reaver | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to worry 'bout | | | | the splash damage dealt by | | | | a reaver's almighty scarab, | | | | since zerglings are but a | | | | small price to pay for lots | | | | o' kills. | | | | | | Zergling | Shuttle | Your shuttle will load the | | | | zerglings and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Even | | | | more recommended than a | | | | zergling-overlord combo, | | | | even though you won't have | | | | a detector by your side. | | | | | | Zergling | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your zerglings. The observ- | | | | er will then follow the | | | | said unit wherever it goes, | | | | and enable it to attack hid-| | | | den enemies of any kind. | | | | | | Zergling | Scout | You can very well use your | | | | zerglings to wreck havoc in | | | | any opponent's base, but if | | | | airborne resistance proves | | | | to be too much to handle, | | | | then it's time for your | | | | scouts to lend a helping | | | | Anti-matter Missile. | | | | | | Zergling | Carrier | Always use your basic units | | | | to do basic things while | | | | the others do the more com- | | | | plicated ones. Such is true | | | | for this type of combo, | | | | where your zerglings will | | | | do nothing but attack the | | | | opponents, while your car- | | | | riers specifically target | | | | their interceptors towards | | | | tougher, splash-damaging | | | | units. | | | | | | Zergling | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Hydralisk | SCV | Nothing this type of combo | | | | can do that can't be done | | | | by hydralisks alone, except | | | | in super-early rushes, when | | | | the hydralisks will need | | | | all the help they can get. | | | | | | Hydralisk | Marine | Works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Hydralisk | Firebat | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Hydralisk | Ghost | In the case of a mass mech | | | | attack by either Terran or | | | | Protoss, the ghosts may use | | | | their Lockdown spell to pa- | | | | ralyze those major mechs | | | | while the hydralisks give | | | | them a good beating. | | | | | | Hydralisk | Vulture | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Hydralisk | Siege Tank | Hydralisks will play some | | | | hit and run, while those | | | | tanks (in siege mode, of | | | | course) will play hit and | | | | hit. A pretty mighty combo | | | | if ya ask me. | | | | | | Hydralisk | Goliath | Both will fare well on the | | | | ground, but when enemy air | | | | units arrive, it's time for | | | | these goliaths to do what | | | | they do best. | | | | | | Hydralisk | Wraith | The hydralisks will swarm | | | | the opponent's base, heavi- | | | | ly concentrating on all | | | | nearby detectors in the | | | | Then come the wraiths | | | | (cloaked, of course) to | | | | finish off what remains of | | | | the hydralisk strike. | | | | | | Hydralisk | Dropship | Your dropship will load the | | | | hydralisks and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Not as | | | | recommended as a hydralisk- | | | | overlord combo, period. | | | | | | Hydralisk | Science | Nothing specific for this | | | Vessel | type of combo; just use the | | | | hydralisks for attacking, | | | | and at the same time use | | | | the science vessels for | | | | casting spells other than | | | | defensive matrix on oppo- | | | | nents when needed. | | | | | | Hydralisk | Battlecruiser | Always use your basic units | | | | to do basic things while | | | | the others do the more com- | | | | plicated ones. Such is true | | | | for this type of combo, | | | | where the hydralisks will | | | | do nothing but attack the | | | | enemies, while your battle- | | | | cruisers use their Yamato | | | | Guns on the tougher, splash | | | | damaging enemies. | | | | | | Hydralisk | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Hydralisk | Zealot | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Hydralisk | Dragoon | Works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Hydralisk | High Templar | Many people believe that it | | | | simply is illogical to cast | | | | Psionic Storm in an area | | | | where your allies are but | | | | you wouldn't mind sacrifi- | | | | cing a few hydralisks for a | | | | well-placed Psionic Storm | | | | would you? Would you!? | | | | | | Hydralisk | Archon | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Hydralisk | Reaver | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Hydralisk | Shuttle | Your shuttle will load the | | | | hydralisks and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Even | | | | more recommended than a | | | | hydralisk-overlord combo, | | | | even though you won't have | | | | a detector by your side. | | | | | | Hydralisk | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your hydralisks. The observ-| | | | er will then follow the | | | | said unit wherever it goes, | | | | and enable it to attack hid-| | | | den enemies of any kind. | | | | | | Hydralisk | Scout | Both will fare well on the | | | | ground (though hydras'll | | | | fare better), but when the | | | | opponent's air units arrive,| | | | it's time for these scouts | | | | to do what they do best. | | | | | | Hydralisk | Carrier | Always use your basic units | | | | to do basic things while | | | | the others do the more com- | | | | plicated ones. Such is true | | | | for this type of combo, | | | | where your hydralisks will | | | | do nothing but attack the | | | | opponents, while your car- | | | | riers specifically target | | | | their interceptors towards | | | | tougher, splash-damaging | | | | units. | | | | | | Hydralisk | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Ultralisk | SCV | As mentioned when done the | | | | other way around, don't use | | | | a combo such as this. It's | | | | sheer waste of minerals. | | | | | | Ultralisk | Marine | The strategies that come | | | | with this combo are quite | | | | simple: just use your ultra-| | | | lisks against his stronger | | | | but shorter-ranged ground | | | | units, while the marines | | | | continously whack them from | | | | afar. | | | | | | Ultralisk | Firebat | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Ultralisk | Ghost | Many people believe that it | | | | simply is illogical to drop | | | | a nuke in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few ultralisks for a | | | | well-placed nuke, would | | | | you? Would you!? By a few I | | | | meant one or two, ok? Sacri-| | | | ficing five ultralisks (or | | | | even more) is out of the | | | | question. | | | | | | Ultralisk | Vulture | This type of combo should | | | | theoretically work only if | | | | the ultralisks are the at- | | | | tacking units while the vul-| | | | tures are the back-ups but, | | | | mysteriously enough, it | | | | works vice versa! | | | | | | Ultralisk | Siege Tank | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to worry 'bout | | | | the splash damage dealt by | | | | a siege-moded siege tank, | | | | since ultralisks are but a | | | | small price to pay for lots | | | | o' kills. | | | | | | Ultralisk | Goliath | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your goli- | | | | aths to take out the enemy | | | | air units and the ultra- | | | | lisks for those that move | | | | on land---very cool! | | | | | | Ultralisk | Wraith | The ultralisks will swarm | | | | the opponent's base, heavi- | | | | ly concentrating on all | | | | nearby detectors in the | | | | Then come the wraiths | | | | (cloaked, of course) to | | | | finish off what remains of | | | | the ultralisk strike. | | | | | | Ultralisk | Dropship | Your dropship will load the | | | | ultralisks and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Not as | | | | recommended as an ultralisk-| | | | overlord combo, period. | | | | | | Ultralisk | Science | Using a science vessel to | | | Vessel | provide your high damaging | | | | units with much needed pro- | | | | tection via Defensive Mat- | | | | will give these units more | | | | than enough time to destroy | | | | more than twice their total | | | | worth. Highly recommended. | | | | | | Ultralisk | Battlecruiser | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your battlecrui- | | | | sers to take out the enemy | | | | air units and the mighty | | | | ultralisks for those that | | | | move on land---very cool! | | | | | | Ultralisk | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Ultralisk | Zealot | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Ultralisk | Dragoon | The strategies that come | | | | with this combo are quite | | | | simple: just use your ultra-| | | | lisks against his stronger | | | | but shorter-ranged ground | | | | units, while the dragoons | | | | continously whack them from | | | | afar. | | | | | | Ultralisk | High Templar | Many people believe that it | | | | simply is illogical to cast | | | | Psionic Storm in an area | | | | where your allies are but | | | | you wouldn't mind damaging | | | | (NOT sacrificing) a few Ul- | | | | tralisks for a well-placed | | | | Psionic Storm, would you? | | | | Would you!? | | | | | | Ultralisk | Archon | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your archons to | | | | take out the opponent's air | | | | units and the mighty ultra- | | | | lisks for those that move | | | | on land---very cool! | | | | | | Ultralisk | Reaver | Another cool "brute" combo, | | | | works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Ultralisk | Shuttle | Your shuttle will load the | | | | ultralisks and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Even | | | | more recommended than an | | | | ultralisk-overlord combo, | | | | even though you won't have | | | | a detector by your side. | | | | | | Ultralisk | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your ultralisks. The observ-| | | | er will then follow the | | | | said unit wherever it goes, | | | | and enable it to attack hid-| | | | den enemies of any kind. | | | | | | Ultralisk | Scout | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your scouts to | | | | take out the opponent's air | | | | units and the mighty ultra- | | | | lisks for those that move | | | | on land---very cool! | | | | | | Ultralisk | Carrier | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your car- | | | | riers to take out the enemy | | | | air units and the mighty | | | | ultralisks for those that | | | | move on land---cool! | | | | | | Ultralisk | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Defiler | SCV | As mentioned quite earlier, | | | | using an SCV to win is just | | | | plain pathetic, unless all | | | | the opponent's units have | | | | already suffered the full | | | | effects of the defiler's | | | | Plague spell, and you got | | | | no other men to finish the | | | | job. | | | | | | Defiler | Marine | Plague his base then clean | | | | it all up. 'Nuff said. | | | | | | Defiler | Firebat | Plague his base then fire | | | | it up. Easier said than | | | | done. | | | | | | Defiler | Ghost | Not all buildings will go | | | | down with one nuclear | | | | strike, but if they were | | | | Plagued a couple o' times | | | | before hand, they simply | | | | don't stand a freaking | | | | chance! | | | | | | Defiler | Vulture | Plague his base then attack | | | | while planting your spider | | | | mines to ensure its steril- | | | | ity. | | | | | | Defiler | Siege Tank | Plague his entire base then | | | | give it a good whacking. A | | | | very old strategy and one | | | | good example of winning the | | | | traditional way. | | | | | | Defiler | Goliath | Plague his base, especially | | | | in areas where ground units | | | | are abundant, then use your | | | | goliaths to take out the | | | | other areas, since if most | | | | the opponent's ground units | | | | are taken out, goliaths are | | | | sure to dominate. | | | | | | Defiler | Wraith | The only difference between | | | | this combo and doing it the | | | | other way around is the or- | | | | der of action: This time | | | | the defiler casts Plague | | | | BEFORE its back-up units--- | | | | the wraiths---attack. | | | | | | Defiler | Dropship | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Defiler | Science | A combo of two non-attack- | | | Vessel | ers is quite a lame idea if | | | | ya ask me. | | | | | | Defiler | Battlecruiser | The only difference between | | | | this combo and doing it the | | | | other way around is the or- | | | | der of action: This time | | | | the defiler casts Plague | | | | BEFORE its back-up units--- | | | | the battlecruisers---attack.| | | | | | Defiler | Probe | As mentioned quite earlier, | | | | using a probe to win is | | | | just plain pathetic, unless | | | | the opponent's units have | | | | already suffered the full | | | | effects of the defiler's | | | | Plague spell, and you got | | | | no other men to finish the | | | | job. | | | | | | Defiler | Zealot | Plague his base then clean | | | | it all up. 'Nuff said. | | | | | | Defiler | Dragoon | Plague his entire base and | | | | then again clean it all up. | | | | Easier said than done. | | | | | | Defiler | High Templar | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Defiler | Archon | Plague his entire base then | | | | give it a good whacking. A | | | | very old strategy and one | | | | good example of winning the | | | | traditional way. | | | | | | Defiler | Reaver | Plague his entire base, | | | | especially in areas where | | | | air units are abundant, | | | | then use your reavers to | | | | take out the other areas, | | | | since if most the enemy's | | | | air units are taken out, | | | | your reavers are sure to | | | | dominate. | | | | | | Defiler | Shuttle | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Defiler | Observer | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Defiler | Scout | Plague his entire base, | | | | especially in areas where | | | | ground units are abundant, | | | | then use your scouts to | | | | take out the other areas, | | | | since if most the enemy's | | | | ground units are taken out, | | | | your scouts are sure to | | | | dominate. | | | | | | Defiler | Carrier | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to let even a | | | | single interceptor out of | | | | those mighty carriers with- | | | | out first draining those | | | | defilers of their Plague- | | | | casting energy. | | | | | | Defiler | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Broodling | SCV | As mentioned when done the | | | | other way around, don't use | | | | a combo such as this. It's | | | | sheer waste of minerals | | | | | | Broodling | Marine | Nothing this type of combo | | | | can do that can't be done | | | | by marines alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Broodling | Firebat | Nothing this type of combo | | | | can do that can't be done | | | | by firebats alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Broodling | Ghost | Many people believe that it | | | | simply is illogical to drop | | | | a nuke in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few (and even a lot) | | | | of your zerglings for a | | | | well-placed nuke, would you?| | | | Would you!? | | | | | | Broodling | Vulture | Look, a few spider mines | | | | would probably even KILL | | | | all your broodlings in the | | | | process of backing them up. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Broodling | Siege Tank | Look, few siege-moded tanks | | | | would probably even KILL | | | | all your broodlings in the | | | | process of backing them up. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Broodling | Goliath | Nothing this type of combo | | | | can do that can't be done | | | | by goliaths alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Broodling | Wraith | Nothing this type of combo | | | | can do that can't be done | | | | by wraiths alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Broodling | Dropship | Your dropship will load the | | | | broodlings and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Not as | | | | recommended as a broodling- | | | | overlord combo, period. | | | | | | Broodling | Science | Nothing this type of combo | | | Vessel | can do that can't be done | | | | by science vessels alone, | | | | since your broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! And | | | | since science vessels can't | | | | do much alone either, it's | | | | better NOT to use this type | | | | combo. It's sheer waste of | | | | minerals. | | | | | | Broodling | Battlecruiser | Nothing this type of combo | | | | can do that can't be done | | | | by battlecruisers alone, | | | | since your broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Broodling | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Broodling | Zealot | Nothing this type of combo | | | | can do that can't be done | | | | by zealots alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Broodling | Dragoon | Nothing this type of combo | | | | can do that can't be done | | | | by dragoons alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Broodling | High Templar | Many people believe that it | | | | simply is illogical to cast | | | | Psionic Storm in an area | | | | where your allies are but | | | | you wouldn't mind sacrifi- | | | | cing a few (and even a lot) | | | | of your broodlings for a | | | | well-placed Psionic Storm | | | | would you? Would you!? | | | | | | Broodling | Archon | Look, your archons would | | | | probably even KILL all your | | | | precious broodlings in the | | | | process of backing them up. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Broodling | Reaver | Look, your reavers would | | | | probably even KILL all your | | | | precious broodlings in the | | | | process of backing them up. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Broodling | Shuttle | Your shuttle will load the | | | | broodlings and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Even | | | | more recommended than a | | | | broodling-overlord combo, | | | | even though you won't have | | | | a detector by your side. | | | | | | Broodling | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your broodlings. The observ-| | | | er will then follow the | | | | said unit wherever it goes, | | | | and enable it to attack hid-| | | | den enemies of any kind. | | | | | | Broodling | Scout | Nothing this type of combo | | | | can do that can't be done | | | | by scouts alone, simply be- | | | | cause your broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Broodling | Carrier | Nothing this type of combo | | | | can do that can't be done | | | | by carriers alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Broodling | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Infested | SCV | As mentioned when done the | | Terran | | other way around, don't use | | | | a combo such as this. It's | | | | sheer waste of minerals. | | | | | | Infested | Marine | Works both ways, since the | | Terran | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Infested | Firebat | Works both ways, since the | | Terran | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Infested | Ghost | Many people believe that it | | Terran | | simply is illogical to drop | | | | a nuke in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few infested terrans | | | | for a well-placed nuke, | | | | would you? Would you!? I | | | | mean, what's to lose? They | | | | were, after all, trained to | | | | be sacrificed, weren't they?| | | | | | Infested | Vulture | You must totally adore the | | Terran | | sight of exploding things | | | | if you always use this type | | | | of combo. But anyway, it | | | | works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Infested | Siege Tank | Works both ways, since the | | Terran | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Infested | Goliath | Works both ways, since the | | Terran | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Infested | Wraith | Works both ways, since the | | Terran | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Infested | Dropship | Your dropship will load the | | Terran | | infested terrans and unload | | | | them somewhere right in the | | | | middle of an opponent's | | | | base, what else were you | | | | thinking for this type of | | | | combo? Not as recommended | | | | as an infested terran-over- | | | | lord combo, period. | | | | | | Infested | Science | Using a science vessel to | | Terran | Vessel | provide your high damaging | | | | units with much needed pro- | | | | tection via Defensive Mat- | | | | will give these units more | | | | than enough time to destroy | | | | more than twice their total | | | | worth. Highly recommended. | | | | | | Infested | Battlecruiser | Works both ways, since the | | Terran | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. A | | | | pretty mighty combo if ya | | | | ask me. | | | | | | Infested | Probe | As mentioned, do not use a | | Terran | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Infested | Zealot | Works both ways, since the | | Terran | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Infested | Dragoon | Works both ways, since the | | Terran | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Infested | High Templar | Infested terrans are power- | | Terran | | ful units, thus will be the | | | | instant target of all enemy | | | | untis nearby. It usually | | | | won't stand a chance when | | | | in a small group, and using | | | | more than that can some- | | | | times cost too much. The | | | | solution? Hallucination! | | | | With fake units roaming the | | | | opponent's base, there's a | | | | fair chance he'll target | | | | those first while your real | | | | units deal the real damage--| | | | cool! | | | | | | Infested | Archon | Works both ways, since the | | Terran | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Infested | Reaver | You must totally adore the | | Terran | | sight of exploding things | | | | if you always use this type | | | | of combo. But anyway, this | | | | works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Infested | Shuttle | Your shuttle will load the | | Terran | | infested terrans and unload | | | | them somewhere right in the | | | | middle of an opponent's | | | | base, what else were you | | | | thinking for this type of | | | | combo? Even more recommend- | | | | ed than an infested terran- | | | | overlord combo, even though | | | | you won't have a detector | | | | by your side. | | | | | | Infested | Observer | Only works if you're plan- | | Terran | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your infested terrans. The | | | | observer will then follow | | | | the said unit wherever it | | | | goes, and enable it to at- | | | | tack hidden enemies of any | | | | kind. | | | | | | Infested | Scout | Works both ways, since the | | Terran | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Infested | Carrier | Works both ways, since the | | Terran | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Infested | Arbiter | The Protoss arbiter is one | | Terran | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Overlord | SCV | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Overlord | Marine | And how do you expect to | | | | attack with an overlord? | | | | You don't! Using your over- | | | | lord as a decoy is quite a | | | | cool idea, but still I | | | | wouldn't recommend it. | | | | | | Overlord | Firebat | And how do you expect to | | | | attack with an overlord? | | | | You don't! Using your over- | | | | lord as a decoy is quite a | | | | cool idea, but still I | | | | wouldn't recommend it. | | | | | | Overlord | Ghost | And how do you expect to | | | | attack with an overlord? | | | | You don't! Using your over- | | | | lord as a decoy is quite a | | | | cool idea, but still I | | | | wouldn't recommend it. | | | | | | Overlord | Vulture | And how do you expect to | | | | attack with an overlord? | | | | You don't! Using your over- | | | | lord as a decoy is quite a | | | | cool idea, but still I | | | | wouldn't recommend it. | | | | | | Overlord | Siege Tank | And how do you expect to | | | | attack with an overlord? | | | | You don't! Using your over- | | | | lord as a decoy is quite a | | | | cool idea, but still I | | | | wouldn't recommend it. | | | | | | Overlord | Goliath | And how do you expect to | | | | attack with an overlord? | | | | You don't! Using your over- | | | | lord as a decoy is quite a | | | | cool idea, but still I | | | | wouldn't recommend it. | | | | | | Overlord | Wraith | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Overlord | Dropship | Are you kiddin me, boy!? | | | | Using a combo of transport | | | | units and nothing else (!) | | | | won't give you much help in | | | | the game. In fact, it won't | | | | give you any help at all! | | | | | | Overlord | Science | A combo of a transport unit | | | Vessel | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | | | | | Overlord | Battlecruiser | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Overlord | Probe | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Overlord | Zealot | And how do you expect to | | | | attack with an overlord? | | | | You don't! Using your over- | | | | lord as a decoy is quite a | | | | cool idea, but still I | | | | wouldn't recommend it. | | | | | | Overlord | Dragoon | And how do you expect to | | | | attack with an overlord? | | | | You don't! Using your over- | | | | lord as a decoy is quite a | | | | cool idea, but still I | | | | wouldn't recommend it. | | | | | | Overlord | High Templar | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Overlord | Archon | And how do you expect to | | | | attack with an overlord? | | | | You don't! Using your over- | | | | lord as a decoy is quite a | | | | cool idea, but still I | | | | wouldn't recommend it. | | | | | | Overlord | Reaver | And how do you expect to | | | | attack with an overlord? | | | | You don't! Using your over- | | | | lord as a decoy is quite a | | | | cool idea, but still I | | | | wouldn't recommend it. | | | | | | Overlord | Shuttle | Are you kiddin me, boy!? | | | | Using a combo of transport | | | | units and nothing else (!) | | | | won't give you much help in | | | | the game. In fact, it won't | | | | give you any help at all! | | | | | | Overlord | Observer | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Overlord | Scout | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Overlord | Carrier | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Overlord | Arbiter | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Mutalisk | SCV | As mentioned when done the | | | | other way around, don't use | | | | a combo such as this. It's | | | | sheer waste of minerals. | | | | | | Mutalisk | Marine | Perhaps doing it the other | | | | way around---or just attack-| | | | ing with these units as if | | | | they weren't teamed up---is | | | | the better idea. | | | | | | Mutalisk | Firebat | Perhaps doing it the other | | | | way around---or just attack-| | | | ing with these units as if | | | | they weren't teamed up---is | | | | the better idea. | | | | | | Mutalisk | Ghost | In the case of a mass mech | | | | attack by either Terran or | | | | Protoss, the ghosts may use | | | | their Lockdown spell to pa- | | | | ralyze those major mechs | | | | while the mutalisks give | | | | them a good beating. | | | | | | Mutalisk | Vulture | Perhaps doing it the other | | | | way around---or just attack-| | | | ing with these units as if | | | | they weren't teamed up---is | | | | the better idea. | | | | | | Mutalisk | Siege Tank | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Mutalisk | Goliath | Both will fare well on the | | | | ground, but when enemy air | | | | units arrive, it's time for | | | | these goliaths to do what | | | | they do best. | | | | | | Mutalisk | Wraith | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to show your | | | | mutalisk squad to the enemy | | | | if your cloaked wraiths can | | | | accomplish the mission by | | | | themselves. | | | | | | Mutalisk | Dropship | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Mutalisk | Science | Nothing specific for this | | | Vessel | type of combo; just use the | | | | mutalisks for attacking, | | | | and at the same time use | | | | the science vessels for | | | | casting spells other than | | | | defensive matrix on oppo- | | | | nents when needed. | | | | | | Mutalisk | Battlecruiser | Always use your basic units | | | | to do basic things while | | | | the others do the more com- | | | | plicated ones. Such is true | | | | for this type of combo, | | | | where your mutalisks will | | | | do nothing but attack the | | | | opponents, while your bat- | | | | tlecruisers use their Yama- | | | | to Guns on the tougher, | | | | splash damaging enemies. | | | | | | Mutalisk | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Mutalisk | Zealot | Perhaps doing it the other | | | | way around---or just attack-| | | | ing with these units as if | | | | they weren't teamed up---is | | | | the better idea. | | | | | | Mutalisk | Dragoon | Perhaps doing it the other | | | | way around---or just attack-| | | | ing with these units as if | | | | they weren't teamed up---is | | | | the better idea. | | | | | | Mutalisk | High Templar | Many people believe that it | | | | simply is illogical to cast | | | | Psionic Storm in an area | | | | where your allies are but | | | | you wouldn't mind sacrifi- | | | | cing a few mutalisks for a | | | | well-placed Psionic Storm | | | | would you? Would you!? | | | | | | Mutalisk | Archon | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Mutalisk | Reaver | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Mutalisk | Shuttle | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Mutalisk | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your mutalisks. The observ- | | | | er will then follow the | | | | said unit wherever it goes, | | | | and enable it to attack hid-| | | | den enemies of any kind. | | | | | | Mutalisk | Scout | You can very well use your | | | | mutalisks to wreck havoc in | | | | any opponent's base, but if | | | | airborne resistance proves | | | | to be too much to handle, | | | | then it's time for your | | | | scouts to lend a helping | | | | Anti-matter Missile. | | | | | | Mutalisk | Carrier | Always use your basic units | | | | to do basic things while | | | | the others do the more com- | | | | plicated ones. Such is true | | | | for this type of combo, | | | | where your mutalisks will | | | | do nothing but attack the | | | | opponents, while your car- | | | | riers specifically target | | | | their interceptors towards | | | | the tougher, splash-damag- | | | | ing units. | | | | | | Mutalisk | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Guardian | SCV | As mentioned when done the | | | | other way around, don't use | | | | a combo such as this. It's | | | | sheer waste of minerals. | | | | | | Guardian | Marine | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Guardian | Firebat | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Guardian | Ghost | Many people believe that it | | | | simply is illogical to drop | | | | a nuke in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few guardians for a | | | | well-placed nuke, would | | | | you? Would you!? | | | | | | Guardian | Vulture | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Guardian | Siege Tank | The perfect "range" combo, | | | | works both ways and has the | | | | highly amusing ability to | | | | just rip through any known | | | | Starcraft defense, with air-| | | | borne ones as the only pos- | | | | sible exception. Still, a | | | | combo such as this is one | | | | of the mightier ones if ya | | | | ask me. | | | | | | Guardian | Goliath | This is the only "crossover"| | | | combo found in the game, | | | | and is a very powerful pair | | | | at that. The reason behind | | | | it's name is the fact that | | | | it utilizes your ground | | | | units---the goliaths---to | | | | to take out the opponent's | | | | air units while you air | | | | units---the guardians---for | | | | those that move on land... | | | | very cool! | | | | | | Guardian | Wraith | The guardians will swarm | | | | the opponent's base, heavi- | | | | ly concentrating on all | | | | nearby detectors in the | | | | Then come the wraiths | | | | (cloaked, of course) to | | | | finish off what remains of | | | | the guardian strike. | | | | | | Guardian | Dropship | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Guardian | Science | Nothing specific for this | | | Vessel | type of combo; just use the | | | | guardians for attacking, | | | | and at the same time use | | | | the science vessels for | | | | casting spells other than | | | | defensive matrix on oppo- | | | | nents when needed. | | | | | | Guardian | Battlecruiser | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your battlecrui- | | | | sers to take out the enemy | | | | air units and the guardians | | | | with their Acid Spores for | | | | those that move on land--- | | | | very cool! | | | | | | Guardian | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Guardian | Zealot | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Guardian | Dragoon | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Guardian | High Templar | Guardians are powerful | | | | units, thus will be the | | | | instant target of all enemy | | | | untis nearby. It usually | | | | won't stand a chance when | | | | in a small group, and using | | | | more than that can some- | | | | times cost too much. The | | | | solution? Hallucination! | | | | With fake units roaming the | | | | opponent's base, there's a | | | | fair chance he'll target | | | | those first while your real | | | | units deal the real damage--| | | | cool! | | | | | | Guardian | Archon | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your arch- | | | | ons to take out the enemy | | | | air units and those mighty | | | | crabs--guardians--for those | | | | that move on land---cool! | | | | | | Guardian | Reaver | Another cool "brute" combo, | | | | works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Guardian | Shuttle | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Guardian | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your guardians. The observ- | | | | er will then follow the | | | | said unit wherever it goes, | | | | and enable it to attack hid-| | | | den enemies of any kind. | | | | | | Guardian | Scout | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your scout | | | | to take out the enemy air | | | | units and those mighty fly- | | | | ers---guardians---for those | | | | that move on land---cool! | | | | | | Guardian | Carrier | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your car- | | | | riers to take out the enemy | | | | air units and those mighty | | | | crabs--guardians--for those | | | | that move on land---cool! | | | | | | Guardian | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Queen | SCV | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Queen | Marine | Spawn Broodlings from your | | | | opponent's spell casters as | | | | well as his splash-damagers | | | | then swarm with your mar- | | | | rines after those anti- | | | | swarm units are taken out. | | | | | | Queen | Firebat | Spawn Broodlings from your | | | | opponent's spell casters as | | | | well as his splash-damagers | | | | then swarm with your fire- | | | | bats after those anti-swarm | | | | units are taken out. | | | | | | Queen | Ghost | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Queen | Vulture | Spawn Broodlings from your | | | | opponent's spell casters as | | | | well as his splash-damagers | | | | then swarm with your vul- | | | | tures after those anti- | | | | swarm units are taken out. | | | | | | Queen | Siege Tank | Spawn Broodlings from your | | | | opponent's spell casters as | | | | well as his splash-damagers | | | | then swarm with your siege- | | | | tanks after those anti- | | | | swarm units are taken out. | | | | | | Queen | Goliath | Spawn Broodlings from your | | | | opponent's spell casters as | | | | well as his splash-damagers | | | | then swarm with your gol- | | | | iaths after those anti- | | | | swarm units are taken out. | | | | | | Queen | Wraith | Spawn Broodlings from your | | | | opponent's spell casters as | | | | well as his splash-damagers | | | | then swarm with your wraith | | | | battalion after those anti- | | | | swarm units are taken out. | | | | | | Queen | Dropship | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Queen | Science | A combo of two non-attack- | | | Vessel | ers is quite a lame idea if | | | | ya ask me. | | | | | | Queen | Battlecruiser | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Queen | Probe | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Queen | Zealot | Spawn Broodlings from your | | | | opponent's spell casters as | | | | well as his splash-damagers | | | | then swarm with your zeal- | | | | ots after those anti-swarm | | | | units are taken out. | | | | | | Queen | Dragoon | Spawn Broodlings from your | | | | opponent's spell casters as | | | | well as his splash-damagers | | | | then swarm with your dra- | | | | goons after those anti- | | | | swarm units are taken out. | | | | | | Queen | High Templar | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Queen | Archon | Spawn Broodlings from your | | | | opponent's spell casters as | | | | well as his splash-damagers | | | | then swarm with your arch- | | | | ons after those anti-swarm | | | | units are taken out. | | | | | | Queen | Reaver | Spawn Broodlings from your | | | | opponent's spell casters as | | | | well as his splash-damagers | | | | then swarm with your reav- | | | | ers after those anti-swarm | | | | units are taken out. | | | | | | Queen | Shuttle | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Queen | Observer | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Queen | Scout | Spawn Broodlings from your | | | | opponent's spell casters as | | | | well as his splash-damagers | | | | then swarm with your scout | | | | battalion after those anti- | | | | swarm units are taken out. | | | | | | Queen | Carrier | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to let even a | | | | single interceptor out of | | | | those mighty carriers with- | | | | out first draining those | | | | queens of their Ensnaring | | | | energy. | | | | | | Queen | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | Scourge | SCV | As mentioned when done the | | | | other way around, don't use | | | | a combo such as this. It's | | | | sheer waste of minerals. | | | | | | Scourge | Marine | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Firebat | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Ghost | Many people believe that it | | | | simply is illogical to drop | | | | a nuke in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few scourges for a | | | | well-placed nuke, would | | | | you? Would you!? | | | | | | Scourge | Vulture | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Siege Tank | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Goliath | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Wraith | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Dropship | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Scourge | Science | Works both ways, but really | | | Vessel | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Battlecruiser | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Probe | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The probe is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Scourge | Zealot | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Dragoon | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | High Templar | Many people believe that it | | | | simply is illogical to cast | | | | Psionic Storm in an area | | | | where your allies are but | | | | you wouldn't mind sacrifi- | | | | cing a few scourges for a | | | | well-placed Psionic Storm | | | | would you? Would you!? | | | | | | Scourge | Archon | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Reaver | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Shuttle | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Scourge | Observer | Only works if you're plan- | | | | ning to attack hidden units;| | | | Left-click on your observer | | | | then right-click on any of | | | | your scourges. The observ- | | | | er will then follow the | | | | said unit wherever it goes, | | | | and enable it to attack hid-| | | | den enemies of any kind. | | | | | | Scourge | Scout | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Carrier | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Scourge | Arbiter | The Protoss arbiter is one | | | | of the best back-ups any | | | | type of unit could have, | | | | since its ability to cloak | | | | all nearby subordinates can | | | | never go wrong. And even if | | | | the an opponent has a fair | | | | share of detectors, it | | | | still would be wise to keep | | | | your arbiters around, since | | | | their Stasis Field can very | | | | much lighten your current | | | | load. | | | | | | | | | _______________________________________________________________________ Race____|_Attacker______|_Back-up_______|_Comments____________________| | | | | Protoss | Probe | SCV | Are you kiddin me, boy!? | | | | Use this type of attack, | | | | when rushing the opponent | | | | VERY early in the game; | | | | still a very lame idea if | | | | ya ask me, but it's your | | | | choice. | | | | | | Probe | Marine | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Firebat | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Ghost | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Vulture | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Siege Tank | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Goliath | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Wraith | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Dropship | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Probe | Science | A combo of two non-attack- | | | Vessel | ers is quite a lame idea if | | | | ya ask me. | | | | | | Probe | Battlecruiser | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Drone | Are you kiddin me, boy!? | | | | Use this type of attack, | | | | when rushing the opponent | | | | VERY early in the game; | | | | still a very lame idea if | | | | ya ask me, but it's your | | | | choice. | | | | | | Probe | Zergling | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Hydralisk | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Ultralisk | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Defiler | Using a probe to win is | | | | just plain pathetic, unless | | | | the opponent's units have | | | | already suffered the full | | | | effects of the defiler's | | | | Plague spell, and you got | | | | no other men to finish the | | | | job. | | | | | | Probe | Broodling | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Infested | Attacking with a probe is | | | Terran | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Overlord | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Probe | Mutalisk | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Guardian | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Probe | Queen | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Probe | Scourge | Attacking with a probe is | | | | just plain pathetic, unless | | | | it's a super-early rush. | | | | Don't use this combo. It's | | | | sheer waste of minerals. | | | | | | Zealot | SCV | Nothing this type of combo | | | | can do that can't be done | | | | by zealots alone, except in | | | | super-early rushes, where | | | | the zealots will need all | | | | the help they can get. | | | | | | Zealot | Marine | The strategies that come | | | | with this combo are quite | | | | simple: just use your zeal- | | | | ots against his stronger | | | | but shorter-ranged ground | | | | units, while the marines | | | | continously whack them from | | | | afar. | | | | | | Zealot | Firebat | Works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Zealot | Ghost | Many people believe that it | | | | simply is illogical to drop | | | | a nuke in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few zealots for a | | | | well-placed nuke, would | | | | you? Would you!? | | | | | | Zealot | Vulture | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to plant your | | | | spider mines till most your | | | | zealots are killed. Spider | | | | mines can kill zealots, you | | | | know. | | | | | | Zealot | Siege Tank | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to worry 'bout | | | | the splash damage dealt by | | | | a siege-moded siege tank, | | | | since zealots are but a | | | | small price to pay for lots | | | | o' kills. | | | | | | Zealot | Goliath | Both will fare well on the | | | | ground (though zealots'll | | | | fare better), but when the | | | | opponent's air units arrive | | | | it's time for the goliath | | | | to do what it does best. | | | | | | Zealot | Wraith | The zealots will swarm the | | | | opponent's base, heavily | | | | concentrating on all nearby | | | | detectors in the base. Then | | | | come the wraiths (cloaked, | | | | of course) to finish off | | | | what remains of the zealot | | | | strike. | | | | | | Zealot | Dropship | Your dropship will load the | | | | zealots and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Not as | | | | recommended as a zealot- | | | | shuttle combo, period. | | | | | | Zealot | Science | Nothing specific for this | | | Vessel | type of combo; just use the | | | | zealots for attacking, and | | | | at the same time use the | | | | science vessels for casting | | | | spells other than defensive | | | | matrix on opponents when | | | | needed. | | | | | | Zealot | Battlecruiser | Always use your basic units | | | | to do basic things while | | | | the others do the more com- | | | | plicated ones. Such is true | | | | for this type of combo, | | | | where the zealots will do | | | | nothing but attack the opp- | | | | onents, while your battle- | | | | cruisers use their Yamato | | | | Guns on the tougher, splash | | | | damaging enemies. | | | | | | Zealot | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Zealot | Zergling | Works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Zealot | Hydralisk | The strategies that come | | | | with this combo are quite | | | | simple: just use your zeal- | | | | ots against his stronger | | | | but shorter-ranged ground | | | | units, while the hydralisks | | | | continously whack them from | | | | afar. | | | | | | Zealot | Ultralisk | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Zealot | Defiler | The defiler's Dark Swarm | | | | spell enables any unit to | | | | penetrate any opponent's | | | | base unharmed by what most | | | | likely it would face first, | | | | namely, units with long- | | | | range weapons! With this | | | | spell cast in strategic | | | | locations throughout your | | | | opponent's base, your zeal- | | | | ots should have no problem | | | | finishing their mission in | | | | record time. | | | | | | Zealot | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by zealots alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Zealot | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Zealot | Overlord | Your overlord will load the | | | | zealots and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Not as | | | | recommended as a zealot- | | | | shuttle combo, but at least | | | | you'll have a detector by | | | | your side. | | | | | | Zealot | Mutalisk | The zealots will enter an | | | | opponent's base, split up, | | | | and attack everything in | | | | sight. And while they do, | | | | the mutalisks and their | | | | bouncing Glave Wurms will | | | | finish the job, or jobs. | | | | | | Zealot | Guardian | Your zealots will swarm the | | | | opponent's base, attacking | | | | anything you want it to. | | | | Meanwhile, you must utilize | | | | your guardians to take out | | | | enemy spell casters as well | | | | as his splash-damagers, | | | | since it's these two types | | | | of units that can really | | | | ruin a swarm. | | | | | | Zealot | Queen | Nothing specific for this | | | | type of combo; just use the | | | | zealots for attacking, and | | | | at the same time use your | | | | queens for casting spells | | | | other than Parasite on ene- | | | | my units when needed. | | | | | | Zealot | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Dragoon | SCV | Nothing this type of combo | | | | can do that can't be done | | | | by dragoons alone, except | | | | in super-early rushes, when | | | | the dragoons will need all | | | | the help they can get. | | | | | | Dragoon | Marine | Works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Dragoon | Firebat | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Dragoon | Ghost | In the case of a mass mech | | | | attack by either Terran or | | | | Protoss, the ghosts may use | | | | their Lockdown spell to pa- | | | | ralyze those major mechs | | | | while the dragoons give | | | | them a good beating. | | | | | | Dragoon | Vulture | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Dragoon | Siege Tank | Dragoons will play some hit | | | | and run, while those tanks | | | | (in siege mode, of course) | | | | will play hit and hit. A | | | | pretty mighty combo if ya | | | | ask me. | | | | | | Dragoon | Goliath | Both will fare well on the | | | | ground, but when enemy air | | | | units arrive, it's time for | | | | these goliaths to do what | | | | they do best. | | | | | | Dragoon | Wraith | The dragoons will swarm the | | | | opponent's base, heavily | | | | concentrating on all nearby | | | | detectors in the base. Then | | | | come the wraiths (cloaked, | | | | of course) to finish off | | | | what remains of the dragoon | | | | strike. | | | | | | Dragoon | Dropship | Your dropship will load the | | | | dragoons and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Not as | | | | recommended as a dragoon- | | | | shuttle combo, period. | | | | | | Dragoon | Science | Nothing specific for this | | | Vessel | type of combo; just use the | | | | dragoons for attacking, and | | | | at the same time use the | | | | science vessels for casting | | | | spells other than defensive | | | | matrix on opponents when | | | | needed. | | | | | | Dragoon | Battlecruiser | Always use your basic units | | | | to do basic things while | | | | the others do the more com- | | | | plicated ones. Such is true | | | | for this type of combo, | | | | where the dragoons will do | | | | nothing but attack the opp- | | | | onents, while your battle- | | | | cruisers use their Yamato | | | | Guns on the tougher, splash | | | | damaging enemies. | | | | | | Dragoon | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Dragoon | Zergling | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Dragoon | Hydralisk | Works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Dragoon | Ultralisk | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Dragoon | Defiler | The defiler's Dark Swarm | | | | spell enables any unit to | | | | penetrate any opponent's | | | | base unharmed by what most | | | | likely it would face first, | | | | namely, units with long- | | | | range weapons! With this | | | | spell cast in strategic | | | | locations throughout your | | | | opponent's base, your dra- | | | | goons should have no prob- | | | | lem finishing their mission | | | | in record time. Take note | | | | that even though your dra- | | | | goons themselves wouldn't | | | | be able to deal damage to | | | | their enemies, they can and | | | | should attack the enemy's | | | | buildings instead. | | | | | | Dragoon | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by dragoons alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Dragoon | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Dragoon | Overlord | Your overlord will load the | | | | dragoons and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Not as | | | | recommended as a dragoon- | | | | shuttle combo, but at least | | | | you'll have a detector by | | | | your side. | | | | | | Dragoon | Mutalisk | The dragoons will enter an | | | | opponent's base, split up, | | | | and attack everything in | | | | sight. And while they do, | | | | the mutalisks and their | | | | bouncing Glave Wurms will | | | | finish the job, or jobs. | | | | | | Dragoon | Guardian | Your dragoons will swarm | | | | the opponent's base, attack-| | | | ing anything you want it to.| | | | Meanwhile, you must utilize | | | | your guardians to take out | | | | enemy spell casters as well | | | | as his splash-damagers, | | | | since it's these two types | | | | of units that can really | | | | ruin a swarm. | | | | | | Dragoon | Queen | Nothing specific for this | | | | type of combo; just use the | | | | dragoons for attacking, and | | | | at the same time use your | | | | queens for casting spells | | | | other than Parasite on ene- | | | | my units when needed. | | | | | | Dragoon | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | High Templar | SCV | As mentioned quite earlier, | | | | using an SCV to win is just | | | | plain pathetic, unless all | | | | the opponent's units have | | | | already suffered the full | | | | effects of the high temp- | | | | lar's Psionic Storm spell, | | | | and you got no other men to | | | | finish the job. | | | | | | High Templar | Marine | Psi Storm his entire base | | | | then clean it all up. 'Nuff | | | | said. | | | | | | High Templar | Firebat | Psi Storm his entire base | | | | then fire it all up. 'Nuff | | | | said. | | | | | | High Templar | Ghost | In the case of a mass mech | | | | attack by either Terran or | | | | Protoss, the ghosts may use | | | | their Lockdown spell to pa- | | | | ralyze those major mechs | | | | while the high templars | | | | cast their almighty Psionic | | | | Storm spells to cut his | | | | opposing forces by half. | | | | | | High Templar | Vulture | Psi Storm his base then at- | | | | tack while planting your | | | | spider mines to ensure its | | | | sterility. | | | | | | High Templar | Siege Tank | Psi Storm his entire base | | | | then give it a good whack- | | | | ing. A very old strategy | | | | and one good example of | | | | winning the traditional way.| | | | | | High Templar | Goliath | Psi Storm his entire base, | | | | especially in areas where | | | | ground units are abundant, | | | | then use your goliaths to | | | | take out the other areas, | | | | since if most the enemy's | | | | ground units are taken out, | | | | your goliaths are sure to | | | | dominate. | | | | | | High Templar | Wraith | Psi Storm his entire base | | | | and then again clean it all | | | | up, just like with the mar- | | | | ines. Definitely easier to | | | | say than to accomplish. | | | | | | High Templar | Dropship | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | High Templar | Science | A combo of two non-attack- | | | Vessel | ers is quite a lame idea if | | | | ya ask me. | | | | | | High Templar | Battlecruiser | Psi Storm is entire base | | | | then finish it off with the | | | | awesome power of the battle-| | | | cruiser's Yamato Gun. | | | | | | High Templar | Drone | As mentioned quite earlier, | | | | using a drone to win is | | | | just plain pathetic, unless | | | | the opponent's units have | | | | already suffered the full | | | | effects of the high temp- | | | | lar's Psionic Storm spell, | | | | and you got no other men to | | | | finish the job. | | | | | | High Templar | Zergling | Psi Storm his base then eat | | | | it up. 'Nuff said | | | | | | High Templar | Hydralisk | Psi Storm his base then | | | | slime it all up. Sounds | | | | good, tastes even better. | | | | | | High Templar | Ultralisk | Psi Storm his entire base | | | | then give it a good whack- | | | | ing. A very old strategy | | | | and one good example of | | | | winning the traditional way.| | | | | | High Templar | Defiler | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | High Templar | Broodling | As mentioned quite earlier, | | | | using a broodling to win's | | | | plain pathetic, unless all | | | | the opponent's units have | | | | already suffered the full | | | | effects of the high temp- | | | | lar's Psionic Storm spell, | | | | and you got no other men to | | | | finish the job. | | | | | | High Templar | Infested | Psi Storm his base then | | | Terran | blow it up. 'Nuff said. | | | | | | High Templar | Overlord | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | High Templar | Mutalisk | Psi Storm his entire base | | | | then eat it all up, just | | | | like with the zerglings. | | | | | | High Templar | Guardian | Psi Storm his entire base, | | | | especially in areas where | | | | air units are abundant, | | | | then use your guardians to | | | | to take out the other areas,| | | | since if most the enemy's | | | | air units are taken out, | | | | your guardians are sure to | | | | dominate. | | | | | | High Templar | Queen | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | High Templar | Scourge | Psi Storm his entire base, | | | | especially in areas where | | | | ground units are abundant, | | | | then use your scourges to | | | | take out the other areas, | | | | since if most the enemy's | | | | ground units are taken out, | | | | your scourges are sure to | | | | dominate. | | | | | | Archon | SCV | As mentioned when done the | | | | other way around, don't use | | | | a combo such as this. It's | | | | sheer waste of minerals | | | | | | Archon | Marine | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Archon | Firebat | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Archon | Ghost | In the case of a mass mech | | | | attack by either Terran or | | | | Protoss, the ghosts may use | | | | their Lockdown spell to pa- | | | | ralyze those major mechs | | | | while the archons give them | | | | a good beating. | | | | | | Archon | Vulture | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Archon | Siege Tank | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed, utilizes your ar- | | | | chons to take out the enemy | | | | air units and the siege- | | | | moded siege tanks for those | | | | that move on land---cool! | | | | | | Archon | Goliath | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your goliaths to | | | | take out the opponent's air | | | | units and the power-over- | | | | whelmed archons for those | | | | that move on land---cool! | | | | | | Archon | Wraith | Works only for the Terrans: | | | | (otherwise, archons alone | | | | will do) Keep your wraiths | | | | above and a little in front | | | | of your archons, and have | | | | them instantly destroy any | | | | science vessels nearby, be- | | | | fore they can even think of | | | | casting that dreaded EMP | | | | Shockwave. | | | | | | Archon | Dropship | Your dropship will load the | | | | archons and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Not as | | | | recommended as an archon- | | | | shuttle combo, period. | | | | | | Archon | Science | Using a science vessel to | | | Vessel | provide your high damaging | | | | units with much needed pro- | | | | tection via Defensive Mat- | | | | will give these units more | | | | than enough time to destroy | | | | more than twice their total | | | | worth. Highly recommended. | | | | | | Archon | Battlecruiser | Another cool "brute" combo, | | | | works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. For | | | | Terran opponents, keep your | | | | battlecruisers patroling | | | | above and a little in front | | | | of your archons, and have | | | | them instantly YGun any | | | | science vessels nearby, be- | | | | fore they can even think of | | | | casting that dreaded EMP | | | | Shockwave. | | | | | | Archon | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Archon | Zergling | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Archon | Hydralisk | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Archon | Ultralisk | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your archons to | | | | take out the opponent's air | | | | units and the mighty ultra- | | | | lisks for those that move | | | | on land---very cool! | | | | | | Archon | Defiler | Many people believe that it | | | | simply is illogical to cast | | | | Plague in an area where | | | | your allies are present but | | | | you wouldn't mind damaging | | | | (NOT sacrificing) a few Ar- | | | | chons for a well-placed | | | | Plague, would you? Would | | | | you!? | | | | | | Archon | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by archons alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Archon | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Archon | Overlord | Your overlord will load the | | | | archons and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Not as | | | | recommended as an archon- | | | | shuttle combo, but at least | | | | you'll have a detector by | | | | your side. | | | | | | Archon | Mutalisk | Works only for the Terrans: | | | | (otherwise, archons alone | | | | will do)Keep your mutalisks | | | | above and a little in front | | | | of your archons, and have | | | | them instantly destroy any | | | | science vessels nearby, be- | | | | fore they can even think of | | | | casting that dreaded EMP | | | | Shockwave. | | | | | | Archon | Guardian | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your arch- | | | | ons to take out the enemy | | | | air units and those mighty | | | | crabs--guardians--for those | | | | that move on land---cool! | | | | | | Archon | Queen | Nothing specific for this | | | | type of combo; just use the | | | | archons for attacking, and | | | | at the same time use your | | | | queens for casting spells | | | | other than Parasite on ene- | | | | my units when needed. | | | | | | Archon | Scourge | Works only for the Terrans: | | | | (otherwise, archons alone | | | | will do) Keep your scourges | | | | above and a little in front | | | | of your archons, and have | | | | them instantly destroy any | | | | science vessels nearby, be- | | | | fore they can even think of | | | | casting that dreaded EMP | | | | Shockwave. | | | | | | Reaver | SCV | If only SCVs could repair | | | | Protoss structures, this | | | | would have been a great com-| | | | bo, seeing as how the SCV | | | | could repair every damage | | | | sustained by the said unit | | | | while it attacks. But, alas,| | | | as mentioned when done the | | | | other way around, don't use | | | | a combo such as this. It's | | | | sheer waste of minerals. | | | | | | Reaver | Marine | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Reaver | Firebat | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to worry 'bout | | | | the splash damage dealt by | | | | a reaver's almighty scarab, | | | | since firebats are but a | | | | small price to pay for lots | | | | o' kills. | | | | | | Reaver | Ghost | Many people believe that it | | | | simply is illogical to drop | | | | a nuke in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few reavers for a | | | | well-placed nuke, would | | | | you? Would you!? By a few I | | | | mean one or two, ok? Sacri- | | | | ficing five reavers (or | | | | even more) is out of the | | | | question. | | | | | | Reaver | Vulture | You must totally adore the | | | | sight of exploding things | | | | if you always use this type | | | | of combo. But anyway, it | | | | works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Reaver | Siege Tank | The perfect Terran-Protoss | | | | ground-based "range" combo, | | | | works both ways and has the | | | | highly amusing ability to | | | | just rip through any known | | | | Starcraft defense, with air-| | | | borne ones as the only pos- | | | | sible exception. Still, a | | | | combo such as this is one | | | | of the mightier ones if ya | | | | ask me. | | | | | | Reaver | Goliath | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your gol- | | | | iaths to take out the enemy | | | | air units and the scarab- | | | | loaded reavers for those | | | | that move on land---cool! | | | | | | Reaver | Wraith | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Reaver | Dropship | Your dropship will load the | | | | reavers and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Well, | | | | actually there is one more | | | | thing about this combo, and | | | | it's popularly known as the | | | | "Reaver Drop". In this drop | | | | the basic principle is to | | | | unload your reavers, have | | | | them attack anything at all,| | | | build more scarabs, and re- | | | | load them into your transpo | | | | while they replenish both | | | | their shields and their | | | | ammo. Fly them over to ano- | | | | ther uninhabited part of | | | | the opponent's base and... | | | | DROP! Still, this is NOT as | | | | recommended as a reaver- | | | | shuttle combo, period. | | | | | | Reaver | Science | Using a science vessel to | | | Vessel | provide your high damaging | | | | units with much needed pro- | | | | tection via Defensive Mat- | | | | will give these units more | | | | than enough time to destroy | | | | more than twice their total | | | | worth. Highly recommended. | | | | | | Reaver | Battlecruiser | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your battlecrui- | | | | sers to take out the enemy | | | | air units and the scarab- | | | | loaded reavers for those | | | | that move on land---cool! | | | | | | Reaver | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Reaver | Zergling | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to worry 'bout | | | | the splash damage dealt by | | | | a reaver's almighty scarab, | | | | since zerglings are but a | | | | small price to pay for lots | | | | o' kills. | | | | | | Reaver | Hydralisk | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Reaver | Ultralisk | Another cool "brute" combo, | | | | works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Reaver | Defiler | Many people believe that it | | | | simply is illogical to cast | | | | Plague in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few reavers for a | | | | well-placed Plague, would | | | | you? Would you!? | | | | | | Reaver | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by reavers alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Reaver | Infested | You must totally adore the | | | Terran | sight of exploding things | | | | if you always use this type | | | | of combo. But anyway, this | | | | works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Reaver | Overlord | Your overlord will load the | | | | reavers and situate them | | | | somewhere in the middle of | | | | an opponent's base, what | | | | else were you thinking for | | | | this type of combo? Well, | | | | actually there is one more | | | | thing about this combo, and | | | | it's popularly known as the | | | | "Reaver Drop". In this drop | | | | the basic principle is to | | | | unload your reavers, have | | | | them attack anything at all,| | | | build more scarabs, and re- | | | | load them into your transpo | | | | while they replenish both | | | | their shields and their | | | | ammo. Fly them over to ano- | | | | ther uninhabited part of | | | | the opponent's base and... | | | | DROP! Still, this is NOT as | | | | recommended as a reaver- | | | | shuttle combo, but at least | | | | you'll have a detector by | | | | your side. | | | | | | Reaver | Mutalisk | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Reaver | Guardian | Another cool "brute" combo, | | | | works both ways, since the | | | | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Reaver | Queen | Nothing specific for this | | | | type of combo; just use the | | | | reavers for attacking, and | | | | at the same time use your | | | | queens for casting spells | | | | other than Parasite on ene- | | | | my units when needed. | | | | | | Reaver | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Shuttle | SCV | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Shuttle | Marine | And how do you expect to | | | | attack with a shuttle? You | | | | don't! Using the shuttle | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Shuttle | Firebat | And how do you expect to | | | | attack with a shuttle? You | | | | don't! Using the shuttle | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Shuttle | Ghost | And how do you expect to | | | | attack with a shuttle? You | | | | don't! Using the shuttle | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Shuttle | Vulture | And how do you expect to | | | | attack with a shuttle? You | | | | don't! Using the shuttle | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Shuttle | Siege Tank | And how do you expect to | | | | attack with a shuttle? You | | | | don't! Using the shuttle | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Shuttle | Goliath | And how do you expect to | | | | attack with a shuttle? You | | | | don't! Using the shuttle | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Shuttle | Wraith | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Shuttle | Dropship | Are you kiddin me, boy!? | | | | Using a combo of transport | | | | units and nothing else (!) | | | | won't give you much help in | | | | the game. In fact, it won't | | | | give you any help at all! | | | | | | Shuttle | Science | A combo of a transport unit | | | Vessel | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Shuttle | Battlecruiser | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Shuttle | Drone | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Shuttle | Zergling | And how do you expect to | | | | attack with a shuttle? You | | | | don't! Using the shuttle | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Shuttle | Hydralisk | And how do you expect to | | | | attack with a shuttle? You | | | | don't! Using the shuttle | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Shuttle | Ultralisk | And how do you expect to | | | | attack with a shuttle? You | | | | don't! Using the shuttle | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Shuttle | Defiler | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Shuttle | Broodling | And how do you expect to | | | | attack with a shuttle? You | | | | don't! Using the shuttle | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Shuttle | Infested | And how do you expect to | | | Terran | attack with a shuttle? You | | | | don't! Using the shuttle | | | | as a decoy is quite a cool | | | | idea, but still I wouldn't | | | | recommend it. | | | | | | Shuttle | Overlord | Are you kiddin me, boy!? | | | | Using a combo of transport | | | | units and nothing else (!) | | | | won't give you much help in | | | | the game. In fact, it won't | | | | give you any help at all! | | | | | | Shuttle | Mutalisk | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Shuttle | Guardian | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Shuttle | Queen | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Shuttle | Scourge | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Observer | SCV | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Observer | Marine | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Firebat | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Ghost | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Vulture | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Siege Tank | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Goliath | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Wraith | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Dropship | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Observer | Science | A combo of two non-attack- | | | Vessel | ers is quite a lame idea if | | | | ya ask me. | | | | | | Observer | Battlecruiser | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Drone | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Observer | Zergling | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Hydralisk | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Ultralisk | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Defiler | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Observer | Broodling | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Infested | And how do you expect to | | | Terran | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Overlord | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Observer | Mutalisk | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Guardian | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Observer | Queen | A combo of two non-attack- | | | | ers is quite a lame idea if | | | | ya ask me. | | | | | | Observer | Scourge | And how do you expect to | | | | attack with an observer? | | | | You don't! Perhaps doing it | | | | the other way around is the | | | | better idea. | | | | | | Scout | SCV | If only SCVs could repair | | | | Protoss structures, this | | | | would have been a great com-| | | | bo, seeing as how the SCV | | | | could repair every damage | | | | sustained by the said unit | | | | while it attacks. But, alas,| | | | as mentioned when done the | | | | other way around, don't use | | | | a combo such as this. It's | | | | sheer waste of minerals. | | | | | | Scout | Marine | Scouts are quite pathetic | | | | in air-to-ground situations,| | | | and using your most basic | | | | ground units (marines) to | | | | help them out is just the | | | | thing to do. | | | | | | Scout | Firebat | Scouts are quite pathetic | | | | in air-to-ground situations,| | | | and using your most basic | | | | ground units (firebats) to | | | | help them out is just the | | | | thing to do. Not as recom- | | | | mended as the scout-marine | | | | combo, but recommended none-| | | | theless. | | | | | | Scout | Ghost | In the case of a mass mech | | | | attack by either Terran or | | | | Protoss, the ghosts may use | | | | their Lockdown spell to pa- | | | | ralyze those major mechs | | | | while the scouts give them | | | | a good beating. | | | | | | Scout | Vulture | Scouts are quite pathetic | | | | in air-to-ground situations,| | | | and using your less basic | | | | ground units (vultures) to | | | | help them out is just the | | | | thing to do. Not as recom- | | | | mended as the scout-marine | | | | combo, but recommended none-| | | | theless. | | | | | | Scout | Siege Tank | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your scouts to | | | | take out the opponent's air | | | | units and the siege-moded | | | | siege tanks for those that | | | | move on land---very cool! | | | | | | Scout | Goliath | Anti-matter Missiles plus | | | | Hellfire Missiles equals... | | | | total airborne annihilation!| | | | A combo such as this is | | | | extremely effective against | | | | the opponent's air units | | | | (surprise, surprise) and is | | | | especially useful against | | | | the Zerg, who have airborne | | | | supply providers to protect.| | | | | | Scout | Wraith | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to show your | | | | scouts to the enemy if your | | | | cloaked wraiths can accom- | | | | plish the mission by them- | | | | selves. | | | | | | Scout | Dropship | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Scout | Science | Using a science vessel to | | | Vessel | provide your scouts with | | | | much needed protection via | | | | Defensive Matrix will give | | | | them enough time to destroy | | | | more than twice their total | | | | worth. Should've been one | | | | of those highly recommended | | | | combos, but for some reason | | | | I don't use it much. Per- | | | | haps it's because scouts | | | | should always come in tens, | | | | and casting Defensive Mat- | | | | rix on all of them is just | | | | too tedious! | | | | | | Scout | Battlecruiser | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your scouts to | | | | take out the opponent's air | | | | units and the battlecruis- | | | | er's Yamato Guns for those | | | | that move on land---cool! | | | | | | Scout | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Scout | Zergling | Scouts are quite pathetic | | | | in air-to-ground situations,| | | | and using your most basic | | | | ground units (zerglings) to | | | | help them out is just the | | | | thing to do. Not as recom- | | | | mended as the scout-hydra- | | | | lisk combo, but recommended | | | | nonetheless. | | | | | | Scout | Hydralisk | Scouts are quite pathetic | | | | in air-to-ground situations,| | | | and using your most basic | | | | ground units (hydralisks) | | | | to help them out is just | | | | the thing to do. | | | | | | Scout | Ultralisk | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your scouts to | | | | take out the opponent's air | | | | units and the mighty ultra- | | | | lisks for those that move | | | | on land---very cool! | | | | | | Scout | Defiler | Many people believe that it | | | | simply is illogical to cast | | | | Plague in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few scouts for a | | | | well-placed Plague, would | | | | you? Would you!? | | | | | | Scout | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by scouts alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Scout | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Scout | Overlord | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Scout | Mutalisk | The scouts will enter an | | | | opponent's base, split up, | | | | and attack everything in | | | | sight. And while they do, | | | | the mutalisks and their | | | | bouncing Glave Wurms will | | | | finish the job, or jobs. | | | | | | Scout | Guardian | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your scout | | | | to take out the enemy air | | | | units and those mighty fly- | | | | ers---guardians---for those | | | | that move on land---cool! | | | | | | Scout | Queen | Nothing specific for this | | | | type of combo; just use the | | | | scouts for attacking, and | | | | at the same time use your | | | | queens for casting spells | | | | other than Parasite on ene- | | | | my units when needed. | | | | | | Scout | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Carrier | SCV | If only SCVs could repair | | | | Protoss structures, this | | | | would have been a great com-| | | | bo, seeing as how the SCV | | | | could repair every damage | | | | sustained by the said unit | | | | while it attacks. But, alas,| | | | as mentioned when done the | | | | other way around, don't use | | | | a combo such as this. It's | | | | sheer waste of minerals. | | | | | | Carrier | Marine | Only works for the Zerg: | | | | Use your carriers to attack | | | | opponent's buildings. While | | | | they're busy, your marines | | | | will be on the lookout for | | | | stray scourges that most | | | | likely would go for the air | | | | units---the carriers---you | | | | are using. | | | | | | Carrier | Firebat | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Carrier | Ghost | In the case of a mass mech | | | | attack by either Terran or | | | | Protoss, the ghosts may use | | | | their Lockdown spell to pa- | | | | ralyze those major mechs | | | | while the carriers give | | | | them a good beating. | | | | | | Carrier | Vulture | Now matter how hard I try, | | | | I can't come up with a suit-| | | | able strategy for a combo | | | | such as this. Perhaps just | | | | attacking with these units | | | | as if they weren't teamed- | | | | up is the better idea. | | | | | | Carrier | Siege Tank | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your car- | | | | riers to take out the enemy | | | | air units and the siege- | | | | moded siege tanks for those | | | | that move on land---cool! | | | | | | Carrier | Goliath | Another cool "brute" combo, | | | | works both ways and, as you | | | | may already have noticed, | | | | utilizes your goliaths to | | | | take out the opponent's air | | | | units and the carrier's | | | | interceptors to deal with | | | | those that move on land--- | | | | cool! | | | | | | Carrier | Wraith | No specific strategies for | | | | this type of combo. Just | | | | remember NOT to show your | | | | carriers to the enemy if | | | | your cloaked wraiths can | | | | accomplish the mission by | | | | themselves. | | | | | | Carrier | Dropship | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Carrier | Science | Using a science vessel to | | | Vessel | provide your high damaging | | | | units with much needed pro- | | | | tection via Defensive Mat- | | | | will give these units more | | | | than enough time to destroy | | | | more than twice their total | | | | worth. Highly recommended. | | | | | | Carrier | Battlecruiser | Hooo, mama! This is THE | | | | "brute" combo of all "brute"| | | | combos, and that I can con- | | | | clude primarily because, as | | | | you can see, this combo not | | | | only works both ways and | | | | wrecks some great havoc at | | | | that, it also is composed | | | | of nuthin but...motherships!| | | | | | Carrier | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Carrier | Zergling | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Carrier | Hydralisk | Only works for the Zerg: | | | | Use your carriers to attack | | | | opponent's buildings. While | | | | they're busy, your hydras | | | | will be on the lookout for | | | | stray scourges that most | | | | likely would go for the air | | | | units---the carriers---you | | | | are using. | | | | | | Carrier | Ultralisk | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your car- | | | | riers to take out the enemy | | | | air units and the mighty | | | | ultralisks for those that | | | | move on land---cool! | | | | | | Carrier | Defiler | Many people believe that it | | | | simply is illogical to cast | | | | Plague in an area where | | | | your allies are present but | | | | you wouldn't mind damaging | | | | (NOT sacrificing) a few car-| | | | riers for a well-placed | | | | Plague, would you? Would | | | | you!? | | | | | | Carrier | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by carriers alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Carrier | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Carrier | Overlord | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Carrier | Mutalisk | The carriers will enter an | | | | opponent's base, split up, | | | | and attack everything in | | | | sight. And while they do, | | | | the mutalisks and their | | | | bouncing Glave Wurms will | | | | finish the job, or jobs. | | | | | | Carrier | Guardian | And yet another cool "brute"| | | | combo, works both ways and, | | | | as you may already have | | | | noticed utilizes your car- | | | | riers to take out the enemy | | | | air units and those mighty | | | | crabs--guardians--for those | | | | that move on land---cool! | | | | | | Carrier | Queen | Nothing specific for this | | | | type of combo; just use the | | | | scouts for attacking, and | | | | at the same time use your | | | | queens for casting spells | | | | other than Parasite on ene- | | | | my units when needed. | | | | | | Carrier | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | Arbiter | SCV | If only SCVs could repair | | | | Protoss structures, this | | | | would have been a great com-| | | | bo, seeing as how the SCV | | | | could repair every damage | | | | sustained by the said unit | | | | while it attacks. But, alas,| | | | as mentioned when done the | | | | other way around, don't use | | | | a combo such as this. It's | | | | sheer waste of minerals. | | | | | | Arbiter | Marine | Whenever you see an entire | | | | enemy fleet come your way, | | | | meet them with your arbiter | | | | en route, Stasis Field half | | | | their troops, then Recall | | | | all those marines in your | | | | base longing for battle. | | | | | | Arbiter | Firebat | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Arbiter | Ghost | Whenever you see an entire | | | | enemy fleet come your way, | | | | meet them with your arbiter | | | | en route, Stasis Field half | | | | their troops, then Recall | | | | the cloaked ghost in your | | | | base longing for a well- | | | | placed nuke. You gotta have | | | | perfect timing for this | | | | trick to actually work, or | | | | else you just wasted 200 | | | | minerals and gas. | | | | | | Arbiter | Vulture | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Arbiter | Siege Tank | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Arbiter | Goliath | Whenever you see an entire | | | | enemy fleet come your way, | | | | meet them with your arbiter | | | | en route, Stasis Field half | | | | their troops, then Recall | | | | all those goliaths in your | | | | base longing for battle. | | | | | | Arbiter | Wraith | Whenever you see an entire | | | | enemy fleet come your way, | | | | meet them with your arbiter | | | | en route, Stasis Field half | | | | their troops, then Recall | | | | all those wraiths in your | | | | base longing for battle. | | | | | | Arbiter | Dropship | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Arbiter | Science | Using a science vessel to | | | Vessel | provide your spell-casting | | | | units with much needed pro- | | | | tection via Defensive Mat- | | | | will give these units more | | | | than enough time to crush | | | | more than twice their total | | | | worth. Highly recommended. | | | | | | Arbiter | Battlecruiser | Whenever you see an entire | | | | enemy fleet come your way, | | | | meet them with your arbiter | | | | en route, Stasis Field half | | | | their troops, then Recall | | | | all those battlecruisers in | | | | your base longing for bat- | | | | tle. | | | | | | Arbiter | Drone | As mentioned, do not use a | | | | combo such as this. It's | | | | sheer waste of minerals. | | | | The drone is a very pathe- | | | | tic creature in terms of | | | | attacking, and even as back-| | | | up it won't have much use. | | | | | | Arbiter | Zergling | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Arbiter | Hydralisk | Whenever you see an entire | | | | enemy fleet come your way, | | | | meet them with your arbiter | | | | en route, Stasis Field half | | | | their troops, then Recall | | | | all those hydralisks in | | | | your base longing for bat- | | | | tle. | | | | | | Arbiter | Ultralisk | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Arbiter | Defiler | Many people believe that it | | | | simply is illogical to cast | | | | Plague in an area where | | | | your allies are present but | | | | you wouldn't mind sacrifi- | | | | cing a few arbiters for a | | | | well-placed Plague, would | | | | you? Would you!? | | | | | | Arbiter | Broodling | Nothing this type of combo | | | | can do that can't be done | | | | by arbiters alone, simply | | | | because the broodlings are | | | | extremely weak, even weaker | | | | than the zerglings! | | | | | | Arbiter | Infested | Works both ways, since the | | | Terran | strategies that come with | | | | combos such as these are | | | | quite simple: Use either of | | | | your units to attack the | | | | opponent's units and keep | | | | them busy, while the rest | | | | of the combo target your | | | | opponent's buildings. | | | | | | Arbiter | Overlord | A combo of a transport unit | | | | and a different air unit is | | | | quite a lame idea if ya ask | | | | me. | | | | | | Arbiter | Mutalisk | Whenever you see an entire | | | | enemy fleet come your way, | | | | meet them with your arbiter | | | | en route, Stasis Field half | | | | their troops, then Recall | | | | all those mutalisks in your | | | | base longing for battle. | | | | | | Arbiter | Guardian | Perhaps doing it the other | | | | way around is the better | | | | idea. | | | | | | Arbiter | Queen | Nothing specific for this | | | | type of combo; just use the | | | | arbiters for attacking, and | | | | at the same time use your | | | | queens for casting spells | | | | other than Parasite on ene- | | | | my units when needed. Still | | | | a pretty lame combo if ya | | | | ask me, unless you include | | | | a number of high damaging | | | | units with them. | | | | | | Arbiter | Scourge | Works both ways, but really | | | | there's nothing to get too | | | | excited about with a combo | | | | such as this. | | | | | | | | | ----------------------------------------------------------------------- Other teamwork tactics include: 1) attackers : zergling -| extra attackers : zealot -| back-up : marine -| extra back-up : none ---> It's your basic multi-racial rush, what else were you thinking for this expected ratio : four zerg- type of combo? Well anyway, just make lings for sure they come out really fast and every two very early in the game, else you're marines and toast later on. Note: the zealots and one zealot the zerglings may very well change roles, but the marine, with its ability to attack from a distance, must always be used as back-up. 2) attackers : firebat -| extra attackers : none -| back-up : hydralisk -| extra back-up : dragoon ---> It's your less basic multi-racial rush, what else were you thinking for this expected ratio : three fire- type of combo? Well anyway, just make bats for sure they come out really fast and two hydra- very early in the game, else you're lisks and toast later on. Note: the dragoons one dragoon and the hydralisks may very well change roles, but the firebat with its inability to attack from a distance, must always be used as the main attacker. 3) attackers : any zerg ground unit -| extra attackers : any terran ground unit -| back-up : shuttle -| extra back-up : high templar ---> Shuttles can rarely enter any base unharmed, or any expected ratio : any number less than good base alive. It is or equal to eight ground therefore the job of the units for every one high templar to cast Hallu- shuttle and one high cination on the desired templar shuttle before the said transport unit proceeds to unload your men in the middle of an opponent's base, so as to confuse his building attackers or any other air defense on which shuttle to target. The zerg's ground units, on the other hand, are generally the best attackers around while the terran's are generally the best back-ups. 4) attackers : hydralisk -| extra attackers : none -| back-up : siege tank -| extra back-up : scout ---> Hydralisks will play some hit and run, while those siege tanks (in siege expected ratio : four hydra- mode, of course) will play hit and lisks for hit. Only an enemy flyer can pass every one through this type of combo alive, but siege tank with scouts hunting them down as soon and one scout as they leave their base perimeter, they don't have much chance of survival. 5) attackers : high templar -| extra attackers : none -| back-up : queen -| extra back-up : science vessel ---> The perfect unit-based defense any team could have, since a few expected ratio : three high temp- of these can take out more than lars for every ten times their worth if used three queens and properly. The high templar will one science ves- of course use the only damaging sel ability it has, namely, the Psionic Storm, but not before the queen has already Ensnared your enemy troops and made sure they won't escape that easily. The science vessels, on the other hand, will have with race-dependent strategies: For the Terran, just use your Defensive Matrix for your own units since they'll definitely need it. For the Zerg, it's Irradiation time! Casting this spell right in the middle of a zerg swarm can cut it down up to half its original size. And lastly for Protoss, use your EMP Shockwave spell to quickly reduce their chance of survival. 6) attackers : ultralisk -| extra attackers : reaver -| back-up : siege tank -| extra back-up : none ---> The perfect multi-racial "brute" combo, may work anyway, but best if done in expected ratio : three ultra- an order identical to the one listed lisks for here. A combo such as this (if there's every two any like it) can readily tear an reavers and opponent's base apart, but it comes four siege with one major flaw: the inability tanks to attack air units! Without this ability, you are sure to lose against your opponents and their air units, but at least you'll rip off their perimeter defenses before they can even tough you. 7) attackers : any unit -| extra attackers : any other unit -| back-up : defiler -| extra back-up : science vessel ---> This type of combo works extremely well against the Protoss, but expected ratio : any number of can also be lethal against the unit attackers other two races. Well, here goes: for every one first of all, Plague his buildings defiler and one a couple o' times til their HPs science vessel are down to one (!) Now's the time to send in your science vessels, and complete the torturing process via their EMP Shockwaving ability. (Note: skip that part if playing against Terran or Zerg) Finally, use any of your other unit attackers finish the job, which by the way should be even easier than gathering ^_^ 8) attackers : infested terran -| extra attackers : reaver -| back-up : vulture -| extra back-up : none ---> You must totally adore the sight of exploding things if you always expected ratio : two infested this type of combo. But anyway, terrans for every this could've have been an "every one reaver and one man for himself" type of combo, vulture but since your vultures have the ability to plant the ever so useful Spider Mines, it would prove more strategic to use them as back-ups instead, so as to prevent those mines from being whacked before they even finish burying themselves in the ground. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ _ _ ___ __ __ ___ ___ ____ ___ ____ ____ _____ _ _ ___ ( \/ )( \/ ) / __)( )( ) / __) / __)( ___)/ __)(_ _)(_ _)( _ )( \( )/ __) ) ( \ / \__ \ )(__)( ( (_-.( (_-. )__) \__ \ )( _)(_ )(_)( ) ( \__ \ (_/\_) \/ () (___/(______) \___/ \___/(____)(___/ (__) (____)(_____)(_)\_)(___/ In this section goes all the mail sent to me by my readers out there. (Well not all really, but anyways...) If ever you are able to submit a strategy/comment so new I wouldn't know about it if it weren't for you, then I'd put it here. However, if you contribute a variation to the strategies I already know or is already listed in this faq, I MAY include it in this section or maybe just alter my own strategies instead. Rest assured I will still give FULL credit to anyone who contributes anything useful for this faq. Here goes: "In the mission where you have to save the Norad 2, make defence around your base then destroy the bunker nearest to the ramp in the Norad 2 area. Start making attackers and clear a path for raynor and the dropships from the inside. About 2-3 groups of 12 will do it." -by Novabird@aol.com- "I usually end up spending minimally on base defense, especially with Protoss: their Photon cannon is probably the stupidest defense building in the game. Sure, it hits everything and can detect, BUT it has only 200 hp and doesn't shoot as fast as the Missile Turret. The fact that it shoots everything is, in fact, occasionally a disadvantage, because it then cannot concentrate its fire on air units or ground units, but ends up getting attacked by both." -by Dan(DoobaDan@aol.com)- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ _ _ ____ __ __ ____ ___ ___ ____ __ _____ ( \/ )( \/ )(_ _) ( \/ )(_ _)/ __) / __) ( ___) /__\ ( _ ) ) ( \ / _)(_ ) ( _)(_ \__ \( (__ )__) /(__)\ )(_)( (_/\_) \/ (____)() (_/\/\_)(____)(___/ \___)() (__) (__)(__)(___/\\ * * * * * * * * * ON THE GAME ITSELF * * * * * * * * * 1) ARE THERE ANY CHEATS IN THE GAME? IF THERE ARE, WHAT ARE THEY? Sure there are, though I'd hope you'll never need them. These cheats would only work in single player mode, and are done by hitting enter before and after typing the messages below, quotation marks and the brief explanations that follow are of course not included: " Power Overwhelming " - enables invincibility for all your men. Well, not really. I once tried to send a single, uncloaked Ghost towards the center of a Zerg base jampacked with Hydras, Sunkens, and a whole lotta Guardians. And even with the infamous cheat to aid me, my Ghost did not last long enough to nuke the base's center. Be especially careful with this cheat in campaign mode where the storyline must include some casualties before moving on. " Operation Cwal " - speeds up all productions, constructions, and upgrades in the game. This is one cheat I actually approve of, since it is the only "fair" cheat, affecting all your opponents as well. The only cheap use of this trick is to enable it when you need it, and disable afterwards. " Show me the money " - gives you an instant boost of 10,000 minerals and Vespene gas. You can do this repeatedly to indefinitely increase your cash. " What's mine is mine " - gives you an instant boost of 500 minerals. Don't know who'd use this cheat given the one above---honorable cheaters, maybe? If there's such a person? " Breathe Deap " - gives you an instant boost of 500 Vespene gas. Again, don't know who'd use this cheat given the one above---honorable cheaters, maybe? If there's such a person? " Food for Thought " - disables all supply requirements. You can have armies at your disposal without the need for Supply Depots, Overlords, or Pylons. You still can't build over 200 supply's worth of any unit or combination of units tough. " Black Sheep Wall " - reveals the entire map. It will seem as if you have cleverly distributed your units throughout the entire map thus you are able to see everything that's happening. Still won't see cloaked units though. " War ain't what it used to be " - whenever a unit of yours explores one part of the map and leaves it be, you can still view that part of the map, but in a dimmed version and without the units, right? Well, this cheat prevents that from happening. Once again an entry for the "most honorable cheat award." ;) " Modify the phase variance " - disables all tech tree requirements. (eg. you can build a Factory, Hydralisk Den, or Cybernetics Core without the need to have a Barracks, Spawning Pool or Gateway respectively. " Medieval Man " - enables all spells. Also works for the opponent so be careful. " The Gathering " - disables all energy requirements. With this cheat enabled, you can forever cloak your Terran Wraiths, Spawn Broodlings with your Zerg queen all over the place, or create fleets upon indespensible fleets of Hallucinations with the Protoss High Templar. " Noglues " - disables all spells for your enemies. Totally unfair, but in my opinion is simply useless compared to the other cheats. " Something for nothing " - gives all units one level of upgrade. If the upgrade is an ability (NOT a spell) it will also give that to the corresponding unit. Other upgrades, as long as they're not spells, are also included. Enter this cheat three times for a full upgrade on all weapons and armor. " There is no cow level " - you instantly win the current game. yawn. " Game over man " - you instantly lose the current game. yikes! " Staying alive " - after winning, IF you win, you get to continue controlling your units and making fun of the opposition's remaining forces until you disable the cheat. " Ophelia " - level select for campaign mode. After entering this code you'll have to hit enter and type in yet another one to complete the level skip. Use this formula to verify which level you'll go to: " Race# " - (where race is of course either Terran, Zerg, or Protoss while # is any number from 1 to the maximum number of missions the specified race has to offer) " Radio Free Zerg " - changes the background music into something... different---cool really but only works if you're playing as the Zerg. 2) HOW BOUT MULTIPLAYER CHEATS? ARE THERE ANY? IF THERE ARE, WHAT ARE THEY? Again, sure there are. Unfortunately, I won't tell. Besides, what I know of really aren't cheats, but more like making use of glitches and all the other tiny details in the game overlooked by its skilled programmers. These "cheats", as with those brought about by all the mass-produced Diablo trainers out there, destroy the supposedly challenging experience this game has to offer. They are, however, still pleasing to the eye (eg. screenfuls of Zerg) thus I have tried to acquire info on all these cheats (just to view, not to fight with). But no matter how sad your Starcraft-playing story is, you can't make me squeal them to ya...unless...(hehe) you'd like to trade a cheat of your own! Just mail me bout it, k? ^_~ As of now, these are what I can trade your cheats for: (these were only tested on the original version 1.0) a) Having a Command Center right next (and I mean right next!) to mineral clusters b) Having a Command Center that fires back at opponents c) Having a Command Center that produces units other than SCV's, or add-ons other than Comsat Stations and Nuclear Silos d) Building a Missile Turret above a Command Center e) Building Protoss buildings near the Command Center without a Pylon near it. f) Exceeding the 200 supply limit for the Zerg g) Exceeding the 200 supply limit for the Protoss h) Morphing in mutalisks for free i) Morphing in cloaked mutalisks j) Morphing in burrowed mutalisks k) Cloaking any unit/group of units without any arbiters nearby l) Having an entire base seem uninhabited even if it is. 3) WHICH SPELL/ABILITY CANCELS ON/COMBINES WITH/OVERRIDES WHICH? Ok, to answer all that, I have listed a number of rules which as far as I know have never been broken in the realm of spellcasting: (note: if two rules contradict, the one that came first... "overrules" the other one) RULE#1 - Stasis Field cancels EVERYTHING---from all the damage a nuke could bring to all the protection a Defensive Matrix can provide---all of them! And I really do mean all! Detector ability as well as the ability to cloak all nearby units is also canceled, temporarily that is. If, however, the other spell was cast BEFORE the Stasis Field, it depends: spells with instant effects will push through, those with long-term ones won't. RULE#2 - Spells that affect an entire area of units will do their job no matter what. This rule is of course second only to rule#1, therefore it is only when a unit is in Stasis Field that area spells won't do what they're supposed to. Abilities that hide units from enemy sight won't save these units from the harmful--- or beneficial---effects of these spells. One last note: these spells are all one hit wonders, meaning two of them won't do any more than increase the area affected and the duration of the effect by a small percent. RULE#3 - Splash damage will also affect units which are cloaked, burrowed, or hidden in any way. The same goes with all damage-dealing area spells. RULE#4 - The Defensive Martix only provides protection against unit-dealt damage. This means that spells like Lockdown, Irradiate, EMP Shockwave, Parasite, Spawn Broodling, Ensnare, Plague, and Dark Swarm will still push through. Defensive Matrix also cancels a units cloaking ability, whether it be permanent or not. RULE#5 - Against robotic units, the Irradiate spell does not prove useful at all, but it can still be cast on these types of units since its ability to deal damage on all biological units nearby still remains. RULE#6 - Archons are imune to ALL types of unit-specific spells with only the Defensive Matrix and the Hallucination as exceptions. Archons are ETHEREAL (as I've heard from someone I forgot who, sorry), neither robotic nor biological thus cannot be the target of unit-specific spells, since most of which can only target a specific type of unit. RULE#7 - Lockdown also cancels everything, but there are a few exceptions like a unit's "ability" to receive damage. RULE#8 - Spells that entirely contradict each other will cancel out, except for their side effects. A good example of this would be an Ensnared marine under the influence of Stim Packs. The effect? A marine that walks and shoots as quickly as before but can no longer be hidden by any means (side effect of Ensnare) and has suffered a loss of life (side effect of his Stim Pack ability) RULE#9 - Except for a siege tank in Siege Mode and units under the Lockdown spell, the Recall spell cannot be used to teleport units which at their current state (eg. burrowed) would not normally be able to move. This spell will also not work if the arbiter is on a place normally not passable via the units it will teleport (eg. bodies of water for ground units). * * * * * * * * * * * * ON ME AS A STARCRAFT PLAYER * * * * * * * * * * * * 1) HAVE YOU JOINED/WON ANY STARCRAFT TOURNAMENTS? Nope. Never have I joined any Starcraft tournament whatsoever. And it only follows that I haven't won one. Though even if I did join, the chances of me taking home the grand prize won't go well over 50% :p. 2) DO YOU PLAY STARCRAFT ON BATTLE.NET? IF SO, WHAT IS YOUR NAME THERE? I did a long time ago. Actually I didn't have a modem during the peak of Starcraft's popularity thus all my Battle.net experience on this game came from computer rentals, using many different names. I don't play on Bnet nowadays simply because if I do, I'll get hooked up again and would spend 80+% of my time and money playing. 3) WHICH RACE DO YOU USE THE MOST? I use them all regularly. Not that I'm a Starcraft master or anything, just because it really gets boring if you concentrate on executing every single strategy for one and only one race. 4) WHAT'S YOUR FAVORITE CD-BASED STARCRAFT MAP? The ideal map for me is a map where the terrain cannot interfere greatly and be the cause of the general outcome of the game. Therefore my favorite maps are Challenger, Blood Bath, and The Hunters (yeah,yeah). 5) WHICH MULTIPLAYER STRATEGY DO YOU USE THE MOST? Stacking up on each race's basic air unit (Wraiths, Mutalisks, and Scouts) is what I do best. I will occasionally pull off massive ground attacks with Siege Tanks, Ultralisks, or Reavers, but only to work around an opponent who has heavily prepared for the first type of strategy I mentioned. The only exception would be for the Protoss, if there are no Terrans with their dreaded EMP Shockwaves around, I'd go for mass production of...Archons!! 6) HOW MANY COMPUTER OPPONENTS CAN YOU HANDLE AT A TIME? As of now, only 5. Actually I'm kinda proud of it (even if it seldom means anything at all), but I hear of people who would do 7 with ease. Now that's a Starcraft nerd if ya ask me! I suppose I could handle 7, but all I'd be doing is defending my base from multiple, non-stop rushes that'd improve by the minute! Of course, I'm talking bout Melee mode here. If it were Free for All, (where computer opponents cannot form alliances among themselves) taking seven computer opponents out would be a breeze... 7) DO YOU TAUNT DURING THE GAME? WHAT DO YOU DO BEST TO INSULT YOUR OPPONENTS? Yup, but of course only when those I will insult are close friends. I can make them realize they have no hope when: a) They attack and I even help them out by casting Defensive Matrix on the largest of their units. b) They witness my ghosts nuking my own base just to free up space. c) My buildings float by their base to eat up all Missile Turret/Spore Colony/Photon Cannon ammo. d) I use Yamato Guns on their workers. e) I launch an attack through their main entrance with legions of spawned broodlings all Plagued and Ensnared. f) My defilers consume ultralisks instead of zerglings. g) I cast Dark Swarm on their whole base and do nothing afterwards. h) They are kept busy by armies of Hallucinations. i) Only one Carrier equiped with one and only one interceptor greets all trespassers. j) All my attacking units are sent to his base, then just before they fire their first missiles, I cast Stasis Field on all of them. 8) WHAT ARE YOUR BEST/WORST STARCRAFT MATCHES? Worst? none really. Except when I first felt the fury of the six zergling rush!! I was simply devastated at that time (about two years back), when I honestly thought gas buildings should always come before your sixth worker and any other building! That particular loss convinced me that all the previous games I won were child's play and I had to push myself to the limits in order to keep up with the power of the so-called "rush". As for best, I'd include in this category matches in which I won in the nick of time, by chance, or through a clever tactic. This happens rarely, since most of the time a Starcraft match ends with one player dominating the other, launching a full-scale attack and leaving nothing alive. Anyway, here goes: a) Protoss vs. Zerg My base was getting overrun, but so was his. I almost nailed him with my last scout fleet, but he managed to save his own Hive with one, I repeat, ONE life left. I was so frustrated, but all's not lost. I had one, and I again repeat, ONE stray, non-upgraded zealot left. All wasn't lost for him either, for besides his mutalisks hammering on my base, he had one well-placed guardian blocking my long path. I looked back at my base, there was a Pylon beside a Citadel and a Nexus left. No more probes or any other unit, except for that lone zealot, which was unseen by the enemy cause he's just outside the opponent's base. I told myself, "What the heck..." and rushed my last hope towards his base. Of course, the dreaded guardian started spitting as if there ain't no tommorow. I watched in horror as my zealot's life turned from green, to yellow, to red. Then, as if on cue, the zealot RAN towards the Hive and delivered his final, killing blow just as he ate the last acid spore his body could contain. I looked back at my base to see my last two buildings (a Pylon and a Citadel) blow up simultaneously. Still I was proclaimed the victor. I suddenly remembered clicking on the Leg Enhancement Upgrade just before the overrunning started. b) Protoss vs. Terran We both just ran out of attacking units though I still had a ton of high templars by my side. Since there were no cash left, I could just morph them all into archons, but he'll easily EMP Shockwave his way through my army. Half a minute after all was peaceful (we each unsuccessfully attacked the other's base), I decided to take the risk---I got one Scout left, so I used all the energy of all my high templars to create tons and tons of hallucinated scouts! I sent them all to his base, while preparing a sneak attack with my now fused high templars. However, I should've seen the look on his face when he shouted "WTF!?....HOW!?!?" He was too overwhelmed with the scouts alone---five seconds later he quit....yeah, he QUIT!!! Hahahahahahaha!! c) Protoss vs. Protoss I launched a full scale attack on his base but unfortunately a few of his buildings still survived. I has no more than 2 arbiters left on his base, hammering away on his remaining buildings. Suddenly he delivered a sneak reaver attack on my base, and I had no defenders left. I knew I'd definitely win if I stop this last resort, but it seemed hopeless having two weak air units in terms of damage on the other side of the base (By the way he had 6 reavers all taking out the perimeter Photon Cannons with ease) Here's what I did: Of course, I first rushed the two arbiters back on my base and let one of them cast Stasis Field on the reavers. Any ideas? Heheh...I then created one high templar for each Gateway I had (there were only two) and waited, impatiently. The spell wore off even before the high templar came out, but luckily the other arbiter was fully charged so I let it cast a second Stasis Field. Finally the two high templars arrived, but they still weren't charged up for a Psionic Storm, which was obviously what I was planning. I cast my last Stasis Field. Meanwhile, my opponent can't do anything cause he gots no cash, probes, or Nexus left. When my last Stasis Field wore off, I had more than enough. One Psionic Storm went for a direct hit, while the other one was cast in anticipation of where they're headed. Yes, another hard-earned victory! d) Terran vs. Zerg He found my base late in the game using a guardian/mutalisks horde, whereas I found his in the same way with my battlecruiser/wraith army. And since we both did not know the direct route towards each other's base, our units did not meet along the way, and we both decided to just be the first to eliminate the opponent's buildings. Seeing as the match could turn out as a loss on my part, I tried my best to discretely transport my SCV into a nearby resource-filled area, where I started to create a bunker. I had enough cash left, so I didn't finish the bunker and instead built another unfinished one in another nearby resource area. I had one building left, but he still had three. And while his second building was starting to bleed, mine already burned out! Good thing I built those unfinished bunkers, which in that state blended with the surrounding "space platform" terrain. He eventually found both, but not before I butchered his last building. e) Terran vs. Terran We both launched a tank push-aided battlecruiser attack on each other's base, but both our defenses eradicated the opposition's air units. All that's left from both our attackers are the siege tanks, so we both decided to liftoff our buildings. Too late for both of us though, since we both (we're pretty equal in skill) damaged each other's base so heavily all our buildings where flaming red. I, however, managed to load an ignored dropship with two SCVs which seemed like saving graces until I found out I had 10 crystals left! I clicked on his buildings (visible because of my tanks on the ground below) and saw that they had a little more life than mine, thus will explode later than mine will. One by one our remaining buildings were starting to explode, so I rushed my dropship towards the floating Command Center and unloaded the SCVs. The first one ate all that the siege-moded tanks could throw up, but the second one lived long enough to give my CC an extra three life. It turned out that extra three was all I needed to win the game by burn out. f) Terran vs. Protoss I purely concentrated on offense and have managed to massacre all his observers and robotics facilities during my previous attack. His defenses were more than a handful, and all I got left still attacking his base were cloaked wraiths---and he STILL gots lotsa scouts all eager to attack; I did not change my target, but it turned out he had one observer left (perhaps from afar) and when this observer came, all my wraiths started cooking like popcorns! I still tried to target his buildings though, since they're almost wiped out. Then I remembered my scanner, which by the way just got charged up. I of course used it to kill his last observer, by this time I had three wraiths left, him one whole nexus and lotsa units. He unexpectedly sent all but a few scouts to my base(which was totally defenseless) and started wiping out MY buildings! It was another close fight, Since his last Nexus was almost done, but my wraiths' cloaking were also close to wearing off, besides the fact that my buildings are burning like hell. Finally my wraiths lost all cloaking ability, thus his scouts were finishing off BOTH my last Wraiths and my last buildings! Suddenly his Nexus exploded. I had one Wraith and one Academy left, (both in bad shape) afterwards. g) Zerg vs. Zerg I tried to put up a Hatchery beside his base, but he was clever enough to destroy it barely a few minutes after its completion Still luckily for me his units left the spot right away and never checked on it again, so I managed to create a Nydus Canal exit just before the spot ran out of Creep. It's Ultra time! Sent them by the tens and got him panicky till the end of the match. He did try to launch a full scale attack using tons of mutalisks, guardians, and hydralisk-carrying overlords at my base in sheer desperation but I eliminated him even before he got totally past my perimeter defenses. h) Zerg vs. Terran All my units were given only one set of orders: "Target the enemy's Command Center and ignore everything else." And so they all went straight for center of his base, got all killed by tons of Missile Turrets, but got the mission accomplished: His Command Center is now burning red, and all I had to do is get my queen near it, five queens actually, since any less than that wouldn't survive his turret- filled base in 5 seconds. Second objective achieved: Enemy's Command Center has just been infested. He sure gots lotsa turrets, but there were only two bunkers to guard himself against attacks from within. They started firing away as soon as my newly infested Command Center was put up, so the only thing left to do is...create Infested Terrans! He didn't bother to help with with his other units, perhaps because he thought my Infested Command Center would get whacked even before it could create its first human bomb. How wrong was he, since I was able to create THREE infested terrans just as the Infested Command Center's life turned red. These three were enough to cut down my attackers by half, and the fourth one finished them all (one infested terran per Bunker and one per batch of four marines). My next target were of course his supply depots followed by his turrets and it was too late before my InfCC finally got leveled by his air units--- there already was a huuuge hole in the center of his base. All I did next was finish him off with tons of Ultralisk drops. i) Zerg vs. Protoss This is rather simple, but still a very memorable win for me: I attacked his base with every last unit I had left---including the zerglings I created just in case he was gonna rush me. I even had defilers burrowing in and out of his base, casting Plagues when opportunities showed themselves. He of course also had tons of units in his base, and since it was his base I was attacking, there were Photon Cannons everywhere to help him out. The whole confusion ended with him having one, yes ONE flaming Pylon left, but he still had enough units to give me a headache, since it was my base which was battered before I launched my final attack. There was one obvious thing for him to do, and that was to send out all his units on my base and finish me off. I saw his units leave, but then I could still view his lone Pylon on my screen...why? I had ONE burrowed zergling left! He had a few Scouts left to guard this Pylon, but they weren't enough to kill the zergling before it delivered two strikes---all I needed to destroy the Pylon. 9) ARE THERE ANY OTHER STARCRAFT-RELATED THINGS YOU WOULD LIKE TO SHARE? Yes, of course, and I prefer to call them my "Did you know?"s. Nothing much you can learn here but oh well, here goes... DID YOU KNOW . . . a) ...you can rate a Starcraft player by his general motto? newbie - "I wanna be rich...owo-ow, I wanna be rich!" below average - "Betcha can't break through my Alcatraz of a base!" average - "The best defense is a good offense." above average - "If there's a will, there's a way." expert - "Hit me!" strategy god - "I came, I saw, I conquered." b) ...I got hooked onto Starcraft because I honestly thought it was such a high-tech game ever since I saw...the SCV!? The first time I saw it, I really thought it was one of the main attacking units in the game and is supposed to be a product of a technology far more advanced than ours! ^_^ c) ...Vespene Geyser processors (the Refinery, Extractor, and Assimilator) are the only buildings compatible for all races, meaning you can use a Refinery for your drones, an Extractor for your probes, an Assimilator for your SCVs, etc, etc, etc.? d) ...Terran addons become neutral after their main buildings are destroyed/lifted off? This means that after taking out an opponent's Command Center, if all that's left is the now unattached Comsat Station, you can build your own Command Center right next to it and use it to your advantage! e) ...there are still other insignificant messages you can view after the "End of Briefing" message in your very first Terran mission? the one with the "Skip Tutorial" button? Well, all you have to do is wait and this'll what you'll get... _____________________________________ | | | End of Briefing. | | | | | | | | | |_____________________________________| _____________________________________ | | | End of Briefing. | | (Really.) | | | | | | | |_____________________________________| _____________________________________ | | | End of Briefing. | | (This time I mean it!) | | | | | | | |_____________________________________| _____________________________________ | | | End of Briefing. | | (Hey it's your dime anyway.) | | | | | | | |_____________________________________| _____________________________________ | | | End of Briefing. | | | | | | CHINESE LEMON CHICKEN | | 1 pound sliced chicken brst. | |_____________________________________| _____________________________________ | | | CHINESE LEMON CHICKEN | | 1 pound sliced chicken brst. | | 1 tsp corn starch. | | 3 tbsp soy sauce (dark). | | 1 sliced lemon. | |_____________________________________| f) ...the Zerg overlord is the ONLY unit in the game you can build indefinitely? It consumes zero control (or supplies) thus cannot exceed Zerg's supply limit by itself---cool! Too bad overlords don't have any forms of attack, otherwise I'd be a Zerg fan all the way! g) ...the Zerg larva eventually dies after the Hatchery, Lair, or Hive from which it came got whacked? So next time, whenever you lose any one of these buildings, quickly click on what's left of them and morph these larvae into something definitely more useful. h) ...there are TWO death sequences for the Zerg drone? One is when they get mutilated and spurt small amounts of blood, while the other one is when they totally explode into nothingness. You can see the former everytime you kill a drone without a task at hand, while the second one may be viewed upon killing a drone with a cluster of minerals or a mass of processed vespene gas in its grasp. i) ...the mutalisk is the highest flyer in the game while the science vessel is the lowest? Try flying a mutalisk through a bunch of any other type of unit in the game and you'll always see the mutalisk fly OVER the unit and not under it. As for the science vessel, it's the other way around---all the OTHER air units pass over and not under it---cool! * * * * * * * * * * ON ME AS A FAQ AUTHOR * * * * * * * * * * 1) WHY'D IT TAKE YOU SO LONG TO WRITE THIS FAQ? While most of you may think this faq was four months in the making, it (at least the first release) only was made in two weeks (if that ain't too long itself). The reason why I haven't been writing any faqs for a long time was not to get this faq together, but to give myself lots o' time for the tons and tons of schoolwork I have to do. 2) CAN I POST YOUR FAQ ON MY SITE? Sure. Just make sure you have read, understood, and sworn to follow everything I stated in my legal notice found both at the beginning and at the end of this faq, ok? 3) WILL YOU HELP ME WITH A SIMILAR FAQ I'M WRITING? I'm sorry, but everything I could help you with is already in this faq! I'd permit you to use my faq as a guide for the one you're writing, but please have the decency to put me in your credits section ok? 4) WHAT OTHER FAQS ARE YOU PLANNING TO WRITE? I only write strategy/rpg/action faqs once in a while, so I guess I'll be writing lots o' fighting game faqs in the near future but, oh well, you'll see... %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ _ _ ____ ____ ___ ____ ____ ____ ____ ____ ___ ( \/ )( \/ )(_ _)(_ _) / __)( _ \( ___)( _ \ (_ _)(_ _)/ __) ) ( \ / _)(_ _)(_ ( (__ ) / )__) )(_) ) _)(_ )( \__ \ (_/\_) \/ (____)(____)() \___)(_)\_)(____)(____/ (____) (__) (___/ Janice (my kid sis) for copying some of the in-game text for me when I just didn't have the time and for doing a good deal of typing in the stats part of my faq THE web site (http://www.battle.net) for a big, big part of my charts Red Phoenix (red_phoenix_1@hotmail.com) for info on the whats and hows of ASCII arts Dan (DoobaDan@aol.com) for tons of corrections and for the correct definition of mechanical and robotic units Patrick (GalahadPC@aol.com) for many quote corrections and explanations Gamefaqs.com for paying attention to this faq Blizzard and all its affiliates for creating such a great game And to all my new found victims, err...opponents and my favorite Starcraft quote/s that suit them fine ^_^ Phil - This is not an idle threat! Leejay - Set a course...take it slow... Jeff - Never knowww what hit 'em. Larry - I have returned, for vengeance. Roland - Nuclear launch detected. Tintin - How y'all doin'? Kting - Identify yourself. Jay-ar - Not enough minerals! (heehee) Devan - hklaarlkrlk...laarrrgghhk!! and in case anyone actually cares, my fav quotes are... " Annihilate, Obliterate, Eradicate, Destroy !! " %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ _ _ ____ ____ ____ ____ ____ _ _ ____ ___ ____ _____ _ _ ( \/ )( \/ )(_ _)(_ _)(_ _) ( _ \( ___)( \/ )(_ _)/ __)(_ _)( _ )( \( ) ) ( \ / _)(_ _)(_ _)(_ ) / )__) \ / _)(_ \__ \ _)(_ )(_)( ) ( (_/\_) \/ (____)(____)(____)() (_)\_)(____) \/ (____)(___/(____)(_____)(_)\_) _ _ ____ ___ ____ _____ ____ _ _ ( )_( )(_ _)/ __)(_ _)( _ )( _ \( \/ ) ) _ ( _)(_ \__ \ )( )(_)( ) / \ / (_) (_)(____)(___/ (__) (_____)(_)\_) (__) v1.5 - added stats specific to Broodwar v1.4 - completed teamwork section v1.3 - improved ASCII art v1.2 - updated teamwork section v1.1 - completed combos section %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ _ _ ____ ____ _ _ __ __ ( \/ )(_ _)( \/ ) ( ___)(_ _)( \( ) /__\ ( ) ) ( _)(_ ) ( )__) _)(_ ) ( /(__)\ )(__ (_/\_)(____)(_/\_)() (__) (____)(_)\_)(__)(__)(____) _ _ _____ ____ ____ ___ ( \/\/ )( _ )( _ \( _ \ / __) ) ( )(_)( ) / )(_) )\__ \ (__/\__)(_____)(_)\_)(____/ (___/ Please feel free to email me if there's something about Broodwar I left out (I'm sure there will be as this faq barely tries to tell everything about such a big, big game) or if you just want to comment on my work. Thank you. If ever I revise this faq and add something you feel came from one of your emails to me, email me again and remind me bout it so I can give you credit. Thanks again. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ _ _ ___ __ __ __ ____ ( \/ )( \/ ) / __) /__\ ( \/ )( ___) ) ( ) ( ( (_-. /(__)\ ) ( )__) (_/\_)(_/\_)() \___/(__)(__)(_/\/\_)(____) __ __ ____ ____ ____ __ ____ ____ _____ _ _ ___ /__\ ( ) (_ _)( ___)( _ \ /__\ (_ _)(_ _)( _ )( \( )/ __) /(__)\ )(__ )( )__) ) / /(__)\ )( _)(_ )(_)( ) ( \__ \ (__)(__)(____) (__) (____)(_)\_)(__)(__) (__) (____)(_____)(_)\_)(___/ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ _ _ ____ ___ ____ ____ __ __ __ ____ ( \/ )( \/ )(_ _) / __)(_ _)( ___)( ) ( ) /__\ ( _ \ ) ( ) ( _)(_ \__ \ )( )__) )(__ )(__ /(__)\ ) / (_/\_)(_/\_)(____)() (___/ (__) (____)(____)(____)(__)(__)(_)\_) ____ _____ ____ ___ ____ ___ ( ___)( _ )( _ \ / __)( ___)/ __) )__) )(_)( ) /( (__ )__) \__ \ (__) (_____)(_)\_) \___)(____)(___/ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ _ _ ____ ____ ____ _ _ ___ __ __ ____ ( \/ )( \/ )(_ _)(_ _) (_ _)( \( )/ __)( )( )( _ \ ___ ) ( ) ( _)(_ _)(_ _)(_ ) ( \__ \ )(__)( ) /(___) (_/\_)(_/\_)(____)(____)() (____)(_)\_)(___/(______)(_)\_) ____ ____ ___ ____ ____ _____ _ _ ( _ \( ___) / __)(_ _)(_ _)( _ )( \( ) ) / )__) ( (__ )( _)(_ )(_)( ) ( (_)\_)(____) \___) (__) (____)(_____)(_)\_) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ _ _ ____ ____ ____ ____ ____ ____ ____ ____ ( \/ )( \/ )(_ _)(_ _)(_ _) ( _ \( ___)(_ _)( _ \(_ _) ___ ) ( ) ( _)(_ _)(_ _)(_ ) / )__) )( ) / _)(_ (___) (_/\_)(_/\_)(____)(____)(____)() (_)\_)(____) (__) (_)\_)(____) ____ __ __ ____ ____ _____ _ _ ( _ \( )( )(_ _)(_ _)( _ )( \( ) ) _ < )(__)( )( _)(_ )(_)( ) ( (____/(______) (__) (____)(_____)(_)\_) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ _ _ ____ _ _ ___ __ __ _ _ ____ __ __ __ ( \/ )( \/ )(_ _)( \/ ) / __)( )( )( \( )( _ \ /__\ ( \/ ) ) ( ) ( _)(_ \ / ( (_-. )(__)( ) ( )(_) ) /(__)\ ) ( (_/\_)(_/\_)(____) \/ () \___/(______)(_)\_)(____/ (__)(__)(_/\/\_) ___ ____ _ _ ____ __ __ ____ _ _ / __)( ___)( \( )(_ _)( )( )( _ \( \/ ) ( (__ )__) ) ( )( )(__)( ) / \ / \___)(____)(_)\_) (__) (______)(_)\_) (__) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% And just in case you read the last part of this faq before the first, allow me restate my legal notice... By gaining access to this faq you agree to the following terms: ___________________________________________________________________________________ =================================================================================== || || || 1) I, Joseph Christopher, the author of this faq, is not in any way || || liable for any harm that anybody thinks came from reading this faq. || || Examples of this harm include physical ones, such as getting mauled || || by someone who lost to you via a technique found in this faq, and || || emotional ones, such as experiencing humiliation upon the use or || || most likely misuse of yet another technique found in this faq. || || || || 2) If this faq was accessed from a source other than gamefaqs.com, nine || || out of ten chances are it is not in its latest update. You must || || therefore read the latest version of this faq first at the said web || || site before sending in any comments, suggestions, and/or corrections. || || As for webmasters, web page contibutors, and all similar personnel, || || posting this faq on any other website requires every last sentence, || || phrase, word, and character contained within this file included and || || unaltered. Keeping this faq as updated as it is on gamefaqs.com is || || preferable, though not required. || || || || 3) This faq is not to be profited from---directly, indirectly, or in || || whatever other way possible. By directly I mean earning less than, || || equal to, or greater than a cent's worth in cash, items, or services || || in exchange for part of or all the contents of this faq. On the || || other hand, by indirectly I mean using a part of or all the contents || || of this faq as a convincing factor for the purchase of another product || || thus directly or again indirectly yielding profit. || || || || 4) You will not use even a single phrase, sentence, or concept found || || anywhere in this faq on your own work, even if you expressed it in || || your own words, without at the very least giving me, Joseph Christopher, || || the author of this faq, full credit for it. If you in any way || || incorporated even a very minute part of the strategies found in this || || faq with your own in your work, then you must at the very least give || || me partial credit for it. || || || || 5) Ignorance of the law excuses no one, therefore if ever anything || || unlawful is done to this faq and/or to me, its author, the appropriate || || legal actions will be taken. If at any point you disagree to this || || or any of the above statements, delete this faq immediately andd iscard || || any help it has done for you. || || || =================================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~