StarCraft FAQ Strategy

 

by Gremlin

http://home.earthlink.net/~el_gremlin

[email protected]

 

There are two files to this FAQ, The Races, and Strategy. This file covers the strategy.

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i. Introduction

ii. Notice

1. A few things to know

2. Damage

2.1. Lowered hit rates

3. Terran Strategy

3.1. Marines and Firebats

3.2. Ghosts

3.3. Vultures, Siege Tanks, and Goliaths

3.4. Wraiths

3.5. Science Vessels

3.6. Battlecruisers

3.7. Bunkers, Missile Turrets, and Comsats

4. Zerg Strategy

4.1. Zerglings and Hydralisks

4.2. Mutalisks and Scourges

4.3. Queens, Ultralisks, and Defilers

4.4. Infested Terrans

4.5. Spore and Sunken Colonies

5. Protoss Strategy

5.1. Zealots and Dragoons

5.2. High Templars and Reavers

5.3. Archons and Observers

5.4. Scouts and Carriers

5.5. Arbiters

5.6. Pylons, Photon Cannons, and Shield Batteries

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i. Introduction

 

Welcome. This section of the FAQ contains some multiplayer strategies that I

have come across when playing on battle.net. Thanks for reading, and enjoy.

 

ii. Notice

 

In this section, I would like to hear any and all criticsm, suggestions,

corrections, etc. This is all my opinion, and it could all be wrong, or it

could all right. Some of the things here are fact, others are just my opinion.

I encourage you to try any strategy I might have written here before actually

using it in a serious game. Basically, I don't want complaints of people losing

ladder points over some strategy I gave them. Also, if you have a strategy you

would like to include here, send it to me through ICQ or e-mail, and I will

gladly post it and give you credit for it.

 

Also, if you wish to post either of these files on your webpage, please let me

know. I do this to prevent anyone from plagiarizing my work, and also so I can

compile a list of sites where you can find this FAQ.

 

1. A few things to know

 

I've found that their are two major keys to this game. The first is to know

what your opponent is doing and produce units to counter what he is doing. The

second is to operate at top efficiency, meaning that you should not have

stockpiles of Crystals and Gas around. You can't do anything with Crystals and

Gas, you can do things with units.

 

2. Damage

 

There are three types of damage and three sizes of units in StarCraft. These

interact with each other in strange ways. In case you're wondering, this table

came from the StarCraft Readme.

 

Terran

 

Unit Size Ground Damage Air Damage

SCV Small Normal --

Marine Small Normal Normal

Firebat Small Concussive* --

Ghost Small Concussive Concussive

Vulture Medium Concussive --

Siege Tank Large Explosive --

(in Siege Mode) Large Explosive* --

Goliath Large Normal Explosive

Wraith Large Normal Explosive

Dropship Large -- --

Science Vessel Large -- --

Battlecruiser Large Normal Normal

 

Zerg

 

Unit Size Ground Damage Air Damage

Larva Small -- --

Drone Small Normal --

Zergling Small Normal --

Overlord Large -- --

Hydralisk Medium Explosive Explosive

Mutalisk Small Normal Normal

Guardian Large Normal --

Scourge Small -- Normal

Queen Medium -- --

Broodling Small Normal --

Ultralisk Large Normal --

Defiler Medium -- --

Infested Terran Small Normal* --

 

Protoss

 

Unit Size Ground Damage Air Damage

Probe Small Normal --

Zealot Small Normal --

Dragoon Large Explosive Explosive

High Templar Small -- --

Archon Large Normal* Normal*

Shuttle Large -- --

Reaver Large Normal* --

Observer Small -- --

Scout Large Normal Explosive

Carrier Large -- --

Interceptor Small Normal Normal

Arbiter Large Explosive Explosive

 

A few things to note:

 

Terrans are the only race with Concussive damage.

Protoss are the only race with no Medium units.

 

Damage:

Normal damage does 100% damage to all units.

Concussive damage does 50% damage to Medium units and 25% damage to Large units.

Explosive damage does 50% damage to Small units and 75% damage to Medium units.

Protoss Shields take 100% damage from all types of damage.

 

2.1 Lowered hit rates

 

Any unit behind a tree has a 70% chance of being hit as opposed to a full 100%

when out in the open. A unit that is on higher ground has a 70% chance of being

hit by a unit on lower ground.

 

3. Terran Strategy

 

One of the major things about the Terrans is that most of their units have long

range attack. This gives them a bit of an advantage over the melee Zerg units

(Zergling, Ultralisk) and the Protoss Zealot. Also, the larger part of the

Terran units may be repaired (all but the infantry units), and all of the

buildings may be repaired. These are the first things you want to think about

when playing the Terrans.

 

3.1. Marines and Firebats

 

These units both have the Stim Pack ability, which is more useful in the

Marines. Firebats are not very useful, since they have little hit points and

have a short-range attack. You probably want to use them in Bunkers against

Zerglings or Zealots.

 

Once you get U-238, Stim Pack Tech, and one or two infantry weapon upgrades, you

can have a very good strike force in 10 or 12 Marines. Once Stim Packed, they

go absolutely crazy and just dish out the damage. Also, 10 Marines is only 500

Crystals, which is almost one Battlecruiser in Crystals.

 

3.2. Ghosts

 

Ghosts do enable nuclear strikes, but they also are rather good fighters. From

the get go, they have longer range than Marines, and they do more damage.

Lockdown is very nice if you are playing against other Terrans or Protoss, but

it is useless against Zerg. You may want to stick a few Ghosts in your bunkers

once you get them (it does take a while). You will probably need the Ocular

Implants for a nuclear strikes, and you will definitely need Cloaking. These

guys are good all around, and for a good price.

 

3.3. Vultures, Siege Tanks and Goliaths

 

Vultures are really your choice to make or not; it's a matter of preference. I

don't personally like them since they can't attack air and don't do a great deal

of damage on the ground. They are nice for defense, especially with the Spider

Mines. They also do 20 damage with their grenades, more than the Goliath does

on the ground. For attack, they are good hit-and-run vehicles.

 

Siege Tanks, while they can't attack air, do enough damage on the ground to earn

a spot in my armies. You should research Siege Mode in a Machine Shop

as soon as you start using them. They are an excellent defense vehicle (70 base

damage, and you don't need to move when you're behind Bunkers), and are also

perfect for taking out stationary base defenses. Just make sure to give them

protection against air (Goliaths seem to complement them perfectly).

 

Goliaths do have a better air attack than ground attack, but they are still a

good ground strike unit. They are cheaper than Siege Tanks, and seem to be an

extremely good complement for Vultures and Siege Tanks. Keep in mind that they

do as much damage as a Ghost does on the ground, but they do have a lot more hit

points. Air defense seems to be their major purpose.

 

3.4. Wraiths

 

Because of their Cloaking ability, Wraiths are very deadly stealth weapons. If

your opponent doesn't have a Detector in a certain part of his base, you can

probably sneak around and destroy SCVs, Drones, or Probes, which will slow down

greatly any Crystal and Gas production effort. They are also probably the only

air unit that can assault units that have an air attack, because of their cloak.

Be careful, though. Many good players either have

a Comsat Station hotkeyed, or brings an Overlord or Observer with their forces.

Their air unit is also better than their ground unit, so large groups of these

(especially when cloaked) can annihilate enemy air units.

 

3.5. Science Vessels

 

Besides being a mobile Detector, the Science Vessel has an ability for Protoss

and Zerg. An EMP Shockwave will reduce any Protoss shields to zero (as well as

any stored energy), reducing an Archon to nothing. Irradiate is usable against

any Zerg unit, and an Irradiate in the middle of a Zerg swarm will destroy it

from the inside out. Also keep in mind that EMP Shockwave can be used against

plenty of things, anything that has stored energy. This can nullify a cloak on

a Wraith, prevent a Yamato Cannon from a Battlecruiser, etc.

 

3.6. Battlecruisers

 

If you can afford them, Battlecruisers are rather nice. They don't do a great

deal of damage with their lasers, but a shot from a Yamato Cannon can do quite a

bit. It's also another way to destroy base defenses (I can't count the number

of Missile Turrets I've destroyed with my Battlecruisers).

Do be careful around Terrans, however; Battlecruisers are a ripe target for a

Lockdown.

 

3.7. Bunkers, Missile Turrets, and Comsats

 

It's your call as to what to put in Bunkers. Ghosts have long range, Firebats

have short range. Marines are in between, and probably are better than Firebats

to put in here. It depends on what your opponent is planning on. In ladder

games, many Protoss players put up 3 or 4 Gateways and just crank out Zealots.

If this happens, then you will probably want a Firebat or two in each your

Bunkers. But it's hard to say what is better, Marines get damage off, but when

the Zealots or Zerglings get close, the Firebats fry them. As for Bunker

placement, I suggest you keep them close to your other buildings or good players

will run right by them (especially with Zealots, who can take enough damage to

run by your Bunkers).

 

It depends on your map, but you should have Missile Turrets around your base

anyway. If you are playing against Zerg, you may not need them as much as you

would against Protoss or Terrans. However, the Protoss Carriers will usually

take out a Missile Turret with just its Interceptors, so don't rely on Missile

Turrets. They are very neccessary against Terrans, however. The fact that they

are cloak detectors will protect you against nuclear strikes and Wraith attacks.

They can be easily destroyed by a Yamato Cannon, however.

 

You should definitely hotkey your Comsats. Use Ctrl-0 or something else that's

easy to remember and won't get used by another one of your groups. Since they

are detectors, they are a nice ability when you are getting hit my some cloaked

Wraiths.

 

4. Zerg Strategy

 

Remember that all Zerg units and structures do regenerate, however, it is a slow

process, so don't rely on it. Zerglings are about the only unit that

regenerates quickly, and that's because it does not have much HP. Also,

remember that the major cloak detection for the Zerg is mobile, so if you are

planning to use Overlords as mobile cloak detection, research the Pneumatized

Carapace so your attacks won't be slowed. I personally like the Zerg because of

their ease of use. Everything is produced at Hatchery or Lair or Hive, and the

buildings are created to make different units. This is basically what you

should keep in mind when you play the Zerg.

 

4.1. Zerglings and Hydralisks

 

Zerglings work best in large swarms. Large swarms are not difficult to produce,

as they cost 50 Crystals for 2 Zerglings. They don't do a great deal of damage,

and they can't attack from a distance either. If you get Metabolic Boost and

Adrenal Glands quickly, you can have very effective Zerglings. What you have to

worry about is Bunkers and air units, and that's where Hydralisks come in.

 

Hydralisks are a lot tougher and stronger than Zerglings, and also have a ranged

attack. Their evolutions (Muscular Augments and Grooved Spines) can be evolved

from the start, and are rather necessary. With a few Missile Attack upgrades,

Hydralisks can be very formidable in groups.

 

4.2. Mutalisks, Guardians, and Scourges

 

The Zerg Mutalisk is probably the weakest air unit of the three races. The

Wraith has cloaking, and both the Wraith and the Scout have stronger air

attacks. Mutalisks are considered small units, so they take half damage from

Gemini and Anti-Matter Missiles. Scouts still do beat them, however.

I suggest that you watch out for Wraiths and Scouts, and escort your Mutalisks

with either Scourges and Hydralisks.

 

Guardians are the Zerg's method of easily taking out base defenses. Guardians

have an extremely long-ranged attack that can beat out Missile Turrets, Bunkers,

Photon Cannons and Spore Colonies. However, the Guardian has no air attack,

leaving it very vulnerable to an air assault. Again, you will need escort here.

 

Since the Zerg are rather weak in the air, the Scourge was developed to balance

the air war. A Scourge may be sacrificed to deal 110 damage to any air unit. 3

or 4 of these could take out a Carrier, and 5 could destroy a Battlecruiser.

They are rather cheap, and a very good investment. You have to be careful,

however, because they only have 20 HP and a Battlecruiser can usually destroy

one in one shot.

 

4.3. Queens, Ultralisks, and Defilers

 

Queens have a few useful purposes. The Parasite is probably the Zerg's best way

to scout out an enemy base. Parasiting a transport vessel, Science Vessel, or

Observer is very good because those will often stick near a base or expansion.

The Spawn Broodlings can work on all Zerg units, and up to Siege Tanks and

Dragoons on Terrans and Protoss. Ensnare is not very useful, but it is good if

you can't do anything else to slow an attack. In Free For All multiplayer games

or team games where you are allied with a Terran, make sure you take advantage

of the Infested Terran.

 

Ultralisks are the most expensive Zerg unit, but they have more HP than any

other ground unit. Their attack may not be very powerful, but they can take

quite a few hits before falling. If you use them with a Dark Swarm on base

defenses, you can do very well. Keep in mind that they can't attack air, so

have some Hydralisks or Mutalisks around.

 

Defilers have two very useful abilities. Dark Swarm is not used very well by

some Zerg players. What it does is nullify any ranged attack inside it (think

that it's so foggy you can't see). Plague reduces the HP of units while

ignoring shields and energy. It does not kill, but it does reduce the HP to

below 10. This is obviously very good on Protoss units, for it reduces their

HP, which they can't recharge. Dark Swarm, in combination with short-range

units like Zerglings or Ultralisks, is a very good effect.

 

4.4. Infested Terrans

 

There isn't much strategy to how you use these units. These are the only Zerg

units that can be queued, and they don't cost a whole lot of resources. They

are eaten up by long-range attack (and therefore Terrans), so you have to create

a diversion or something like that to get one through. Either that, or you can

sneak a few in a base with an Overlord (a very nice tactic). 3 or 4 could take

out another Command Center.

 

4.5. Spore and Sunken Colonies

 

Spore Colonies are useful because they are cloak detectors, but you also have

Overlords for that task. Also, the spores do not do as much damage as a Photon

Cannon or a Missile Turret will. These may be used.

 

Sunken Colonies are rather useless. It has an extremely slow attack for 30

damage, and that's it. I would rather spend my Crystals on units, but the

advantage to Spore and Sunken Colonies is the amount of HP they have. They have

quite a bit more than any other base defense structure.

 

5. Protoss Strategy

 

The Protoss are probably one of the more difficult races to become good at.

Their units are very expensive compared to the other two races, but they also

are better than the other two races' units. Rememeber that there are three key

things to Protoss base defense: Photon Cannons, High Templars, and Observers.

And, of course, all Protoss shields recharge on their own, and this process may

be also done quickly with a Shield Battery.

 

5.1. Zealots and Dragoons

 

The Zealot is a lot stronger than the Marine or Zergling, and that would

probably make sense because the Zealot costs a lot more. The Zealot does a fair

bit of damage, can take a lot of damage, and can be upgraded to move quickly.

It can't attack air, so it will need escort.

 

Dragoons are not a very good attack unit. Their attack is rather slow, and

since it can attack air, it does serve as a good escort and defense unit. I

haven't found much of a use for them in an attack. They also don't take much

more damage than a Zealot does, but they do cost more.

 

5.2. High Templars and Reavers

 

The High Templar is an excellent base defense unit. Psionic Storm is almost a

perfect way to repel a large attack. It will seriously hurt units that are slow

and have a ranged attack. Also, Hallucination is fun to use on large units like

Carriers or Arbiters. It is especially good on Arbiters to buy yourself some

extra time for a cloaked attack while your opponent figures out which Arbiter is

the real one.

 

The Reaver is a very powerful unit. Its Scarabs will level any ground units in

a matter of moments, and it is excellent for destroying bases. With a fast

Shuttle or a quick Recall from an Arbiter, you can easily deposit some Reavers

into a base and unleash some strong power.

 

5.3. Archons and Observers

 

I don't use Archons as much as I do High Templars. I definitely do not use

Archons against Terrans, just because of EMP Shockwave. I just find that a High

Templar is more valuable with its Psionic Storm. If my High Templars' energies

are spent, I may merge them to produce Archons if I need some protection or

attack immediately. Or, you could produce Archons if you have a lot of Vespene

Gas. They cost about 100 Crystals and 500 Gas, not to mention 8 Psi.

 

The Observer has many purposes. You should always have an Observer accompany an

attack force in case some cloaked units decide to show up. Also, an Observer is

an almost perfect way to scout what your enemy is doing, and since it is

cloaked, you can stick a few at possible expansion points and not let your enemy

expand. Observers are also very small, stealthy units, so they are very

difficult to find, even if you do find one.

 

5.4. Scouts and Carriers

 

Scouts are extremely powerful anti-air units. Their ground attack leaves

something to be desired, but their air attack is extremely good. Scouts can go

up against some Battlecruisers, Carriers, or other air units and do quite a bit

of damage. These are probably the best air support escort that you can get in

StarCraft, and they should be produced to defend against air.

 

Carriers are also very good air units. It can stay out of the range of base

defenses and launch Interceptors at them. It can also deal a fair bit of damage

to both air and ground units (as long as the Carrier has many Interceptors

built), and several Interceptors can cause a lot of confusion.

Make sure you develop the extra Interceptor ability at a Fleet Beacon, as this

increases a Carriers power by much.

 

5.5. Arbiters

 

The Arbiter has several very useful abilities. The cloaking field around it is

an excellent way to launch an attack, as the Arbiter will be the first target,

so the other units can become uncloaked. With a Hallucination, you can even buy

yourself some more time while your opponent tries to figure out which one is

real. The Arbiter can also warp in some support very easily (though Recall is

costly in energy), and High Templars or Dragoons are good to recall against a

big air attack. You could also sneak an Arbiter into a base and warp in a bunch

of Reavers or Archons or other powerful units. Also, when they are Recalled,

they are deposited right under the Arbiter, so they become cloaked. The Stasis

Field can effectively stop an attack while your shields recharge, or, if you're

lucky, it can split an attack up in two, and you can obviously handle half of

the units better than the full amount.

 

5.6. Pylons, Photon Cannons, and Shield Batteries

 

There isn't much to Pylon placement, it's really just common sense. However,

your opponent can easily disable a building that is powered by only one Pylon

just by destroying the pylon, so have at least two Pylons powering your more

critical buildings. Also, you definitely want many Pylons on your Photon

Cannons.

 

Photon Cannons are very useful, as they are detectors, and they attack both

ground and air. I suggest you place quite a few of these around your bases,

especially around areas that your defending units can't access easily. I've

seen several Photon Cannons littered all about a base, and it took a long time

to bring that base down. Also, the Protoss are the only race who can set up

base defenses around enemy bases. The Zerg need Creep, and the Terrans have a

lot of trouble putting a Missile Turret and a full Bunker by a base. The

Protoss are very sneaky in this regard, and it can hurt.

 

A good use for them that I have found is recharging Archons, for Shields are their primary HP.

I can't use them in an attack, because my Shield Batteries are usually by my

base. Also, you might want to stick a Shield Battery by some units that you are

using to defend your base. Since Protoss Shields take full damage from all

attacks, they fall easily, so a Shield Battery could make the difference in an

attack.

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