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Starcraft Strategy
Hi and welcome to my little
Starcraft page. Before
I get on to the heavy stuff
I would like to say a few
words (obviously) about this...
I do not consider myself to be anything
special at all in this game
and much of this stuff you
may already found out by yourself. I
do this partly for myself to
clean up the mess in my brain about
the different aspects in the
game. I tried to focus on counter
attacks/moves and special little
tricks to make it helpful. This
is not a complete page since
I am not enough familiar with
every race yet. Everyone can
help me out by sending
me amail here.
Ok ...now lets go braindead.
Marines? Defiler!
Is your opponent going heavy for
marines? Bring
a defiler with plague! Until broodling wars arrives it
will be very effective (because of medics). Also
research consume and bring a pack of zerglings as
food (defiler gains 50 energy for every eaten unit).
Smart FFA Move
My friend "Raggmunk" told me of how he used
a mutalisk which
had been parasited to fool away one of his
competitors mutas to
the next neighbour and getting them into
a fight of their own
(except for that single muta). The one who
see's a such group
coming rather obiously think he is getting
attacked and probably
also think he is being doubled on too.
The High Templar - An awesome dude
Ever tried a psionic storm on 36+ mutalisks
grouped tight? Then u know what this baby
can do.
Psionic Strorm is perhaps the best magic
in the game.
You can erase whole armys with just a couple
of these
guys. The other magic hallucinate is not
bad either (it makes
two fake units of the original). Just remember
to keep your
templars behind the front, be alert to use
them and it could
turn out just fine. Zergs have NO way to
beat an active
templar user when he produced some of these behind
photon cannons... and that is a fact no joke or stupidity!!
Early Templars Antidote
For Zerg
especially templars can be a very worky thing.
The sollution early on iiis.... Queens and
Broodling! Make
a couple of 'em and the guy probably get tired of making
templars. If he doesn't and puts pc's in front, then my
friend you are VERY likely dead as hell.
*Special Templar
Notice*
I found templars to be the unit
which brings zerg down
from the position as the all through game supreme race.
It comes down so simple as if the protoss
player
gets time enough to warp sone pc's around his base
and get a fair amount of templars (3-5 with 3+ gateways
pumping more) spreading muta (or whatever) death as they
just STAND STORMING behind those pc's without a worry.
"But there must be something you forgoten" u maybe say.
NO! Lets look at the Zerg
units:
Zerglings:
No, no, NO!... Waay to little energy and tight grouping
to give the templars a match.
Hydralisk:
Better than zerglings but still they got way to low energy to get through.
Money loss is huge.
Mutalisks:
The proud zerg mutalisk... This is the ultimate target for a templar.
The money loss from a well target storm is ENORMOUS.
And even if they survive how well spended money was it to kill
that one or two templars for the cost of 12 or more mutalisk?
Give me nightmares!
Guardians:
Now we are getting somewhere you may say.. but hell no.
Whatever target you choose the templars WILL be able to
storm before they die and make the day. Put them in smaller
groups? No the guy will by this time have other units to take
care of the left overs if nessecary.
Queens:
How bout this one? Noo and the main reason is TIME.
It takes time to nestle in a queen to broodling and even if
it survives the pc's it will by the time you come back with
another fully charged queen even if it is directly after the first
there could be three more templars waiting for it.
Ultralisks:
This is the only unit able to fully whitstand a storm and still shine.
But it is late in game and costs are huge. To add to that it is not what
you would call agile and simply has no chance in tight areas (like lost
tempel)
Still it is to this unit my only hope lies of a successfull strategy may
arrise someday.
Maybe ultras in dark swarm?...hmmm
Maybe and hopefully the expansion set "Broodling Wars" will make this situation
easier... but to me it seems like it may just be making it even worse with
produceable dark templars and dark archons and all that.. Well future will
show..
Hope this showed why you should kill protoss
fast and never play FFA
against one if Zerg. As
terran it is
another deal they got tanks and bc's!
Worker Action
Remember to always keep the Protoss
drones in action! Don't click them away
on some building mission! Pick them up right
after they started warping the building.
Same for Terran
but when they are finished building. This may seem like a idiot tip
but it is r-e-a-l-l-y important. Luckily
the Zergs don't
have this problem ;)
Overlord Scout
With Zerg
always directly at start scout with your first overlord
and if not to late even the second and third
one. When you have found
the enemy(s) base(s) stay put and keep checking
what they are up to.
Just be sure to fly away from upcoming air
defense. Keep watch of as
much as you can. This is not a very good
idea if the opponent is playing
Terran (because of the Marines).
Rush rush rush...
Tired of those rushes or your own rushes
don't make it for ya? One really
important thing to remember is that it is
the worker units (mineral and gas
collectors) that makes the game come further
and not the attack units. Protect
your workers / kill them! For Terrans
put up bunkers with marines near your
resources to prevent those darn zerglings
to kick your workers. Also if you want
to survive after your own rush you must keep
popping those men's out and build
at the same time as you rush or your rush
will very likely blow yourself up. Since
you should just about always counter rush
an opponent which just rushed your
workers. If the opponent did build up to
much while rushing and you see it before
it is to late (remember to keep building
while counter rushing to!) turn back. Do not
suicide for no outcome. A
success for Zerg
with 12 zerglings would be
to kill 4(!) or more workers because of not
only the minerals they cost but for the
lost income also. You
find out the math for the
other two races I guess...
Defensive Play
Do not play defensive
with millions of towers and stuff.
YOU W-I-L-L
LOOSE (at least you will against a
player with
something similar
to a brain)! When resources
are gone so are
you.
Believe me! I tried it ;) (this does not
apply to prot
vs zerg or terran
in air map)
ComSat
Your enemy keep spotting your cloaked Terran
units without visible detectors?
Or do you keep getting nuked? Use a grouped
(single) ComSat add on to quickly
spot that observer or ghost and kill it off
without all that messy scrolling around needed.
Arbiter Recall Irritator
For quick hit and run attacks use two arbiters
with recall in separate groups and
scarab loaded reavers grouped tight. Place
one of the arbiters near your reaver group
(not above though) and fly the second to
an unguarded spot of the enemy base
and then quickly shift to the other arbiter
and use the first arbiters recall in the middle
of the reaver group... Hit as much as you
can and when the enemy comes to
whip you out use the second arbiters recall
on both reavers and arbiter to disappear
before anything bad happens... Then smile
a evil grin ;) Don't get caught up in this
procedure though. Keep pumping out those
bad boys.
Zerg Building orders
I use these standard ways to build up my
army.
5 Drones
On small ground map 1vs1 :
Build one drone, put the others to work,
go scout with the overlord and build spawning
pool.
While it is being built build two more drones
and
put them on mineral. When the s.pool is finished
you
will have just about 150 minerals for 3x2
zerglings.
You will start building your 3x2 zerglings
around 2.05
into the game if playing on fast speed. Not
very much for
not saying ANYTHING will beat this except
for the same
medicine... When your zerglings popped go
directly for
your opponents base and kick ass. Keep track
of your minerals
while doing because when you get 100 you
want to build another
overlord and when its ready another 3x2 with
the 150 minerals
being at your disposal right at time. Go
attack with them to.
Alternatively you could bring along your workers when the first
or second group of zerglings hatch.
7 Drones
On medium ground map or generaly unknown:
Build one drone, put the others to work,
go scout with the overlord, build another
two
drones for minerals and then build spawning
pool.
While it is being built build drone, overlord
and drone
(all on minerals). When overlord and pool
is ready round
150 minerals will be there for those 3x2
eggs.
8 Drones
On large ground map or against newbies
(for fun):
Build one drone, put the others to work,
go scout with the overlord. Build one, two,
three drones for minerals and then build
spawning
pool. While it is being built build drone,
drone,
overlord (all on minerals). When overlord
and pool
is ready round 150 minerals will be there
for those
3x2 eggs.
On Air Map:
Same as above in start but build gas instead
of s.pool.
Then buid s.pool and a couple of drones to
collect gas.
Try to build as many drones and the extra
overlords in
sync to when the s.pool is ready so you will
have 150 m
and 100 g for the lair upgrade (sorry don't
got any real
b.order for this one). Next sync is the spire
(200 m 200 g)
for mutalisks and maybe scourges. Under all
this time do
not build any other units or defence if not
having to much cash.
Yamato
Use your bc's yamato cannon to kill of ground
to air installations
without getting hurt before you fly in and
wreck the place ;)
Way
to go
Keeping your enemy
from building expansion
bases and building
your owns perhaps
always should be your
number 1 priority.
More expansions =
more resources = more and greater units =
your/his death.
Very simple.. very hard.
As far as you consider healthy
bug his scouting and
siege his base. Do
everything you
can without dying to much yourself to make
him
to NOT get those well needed extra
resources.
Distractors
As you may know Templar's offensive "magic"
psionic storm don't have a
very long range. Therefore taking out those
siege tanks or guardians aso.
is not easy. One way being a bit on the gamble
is to send in some bait for
the enemy to shoot at while the Templar(s)
get close. A group of Zealots for
example would probably do rather good to
hold the fire while your templar(s)
gets close without harm and start spitting
those sparks of death.
Dark Swam - The Complete Story
You know everything about this great Defiler
magic or is there something
left you have been wondering about? Here
is what I have found out.
As said Dark Swarm is a magic made by the
Zerg Defiler
unit and costs
100 mp. It creates a wicked gas cloud which
makes all your ground troops in it
immortal to projectile attacks from both
land and air. But as always there are a few
exceptions. Tanks in siege mode, Reavers
and psi attackers (Archons, Templar's). But
even if those units still can shoot you Dark
Swarm gives you a great protection so that
for example an ultralisk would take out 2
archons easily instead of self getting easily
killed... One little drawback though is that
for example your own projectile shooting
units (hydralisk) can't either attack units
on the ground but buildings goes just fine.
Watch not
guard.
Do not spread your units
to guard those resources.
Just put
one single cheap
or cloaked unit
there. Keep the main force grouped
loose (because of "magic" attacks) instead.
Since if a large sized attack
strike one of
those spots or your base before you got your
expansions up
running good
there is a big chance you will loose it all
when trying to run
there with reinforcements
arriving to few at a time. Bring the rest
of your
force at once
instead if that's the case.
2 Hatcherys
Building a second hatchery is realy recommended.
You need it
to make name for the swarm. Best ofcourse if the hatchery is in
an expansion but if that is not possible do it "at home".
Ugly Hallucinate
Hallucination is a realy neat spell. Hallucinate
your arbiter to
prevent the rest of the force being spotted
as fast or
hallucinate a neutral critter to scout without
anyone thinking about
it (enemys do shoot though). Generaly hallucinate
all and
everything except for when psionic storm
will do better (often) :o)
More is coming when I stop playing the next
time :-)
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