Terran Strategy....
BC's
If you are playing on an island map, such as 'Island Hop', quickly get in minerals and
gas and start building
a) Barracks
b) Factory
c) 3 Starports
d)Science Fac. + physics lab.
While building the 2nd Starport star the construction of battle cruisers (BC's)
Once you have 12 BC's, full research, go for the attack. 12 BC's can easily take out any
base.
For protection take either a science vessel or get a comsat station to combat cloaked
wraiths.
Playing as them
The Terran forces are suited for defensive
play and mobility. Two barracks filled with marines, backed by two seige tanks in seige
mode and a couple of missle turrets are very effective at halting the enemy advance.
To rush, do so with marines. Research the stim-pak option. Jacked up marines are
fearsome. Remember that the effect is temporary, so only stim them right before they
encounter the enemy. No matter how you play, the upgraded marine is your best unit. Put
seige tanks in seige mode near the enemy encampment, and shell the enemy structures.
Protect them well with other troops. You need marines. You need a few goliaths for
anti-air. You need a science vessel to detect cloaked units.
Put ghosts in bunkers. Their lock-down missles are excellent defensive weapons
against Terrans and Protoss. Be sure to hot-key some ghosts for fast selection though.
Cloaked wraiths en masse are extremely effective, but expensive. Don't let them be
destroyed by nibbling at the enemy in small numbers. Remember that while a few wraiths are
a nuisance, 12 wraiths can be a base-wrecker.
Playing against them
The science vessel's EMP missles will destroy
Protoss shielding in the area the missle strikes. Very effective.
The vulture bike's spider mines are lethal. Seed
secondary resource areas with these.
Build a secondary base in your initial base and
then fly the second base to its ultimate location. Fly a barracks or factory to an
opponent's island and quickly build soldiers or siege tanks to surprise him. You'll need
to find an unwatched place to land though.
When attacked, use SCVs to repair missle towers and
bunkers during the attack. Those extra few seconds the bunker or tower may stay alive
might be the difference.
Zerg Strategy....
Playing as them
You can go for the quick win with a Zergling rush.
Get about 20 and hot-key them to two groups, and then use the hot keys to move them
rapidly. Keep hatching more Zerglings as the first wave attacks. You may need several
waves to win. Like any rush tactic, this is usually an all or nothing gambit.
Build and upgrade hydralisks, mutalisks, and
guardians. This is your basic attack force, and often all you need. Use the guardians to
take out the anti-air defences. This will force the enemy to come at you. When they do,
retreat your guardians and let your muties and hydras meet the flushed out enemy. For
shock value, burrow your hydras and have them emerge in the midst of the enemy. Bring
along an overlord or two to spot cloaked units and to spot for guardian targets.
The Zerg finesse units, the Queen and the Defiler,
aren't really necessary to win. They can be quite helpful, of course. The Queen's
broodling attack can be used to take out a biological-based unit like a dragoon. The
Defiler's plague attack is nice for weakening powerful units like the battlecruiser. The
ultralisk is a nice �terror' unit, but hydralisks in numbers are better.
Use Zerglings to explore the map and burrow in key
spots to remain as scouts. Put them near neutral resources and surprise the enemy when it
attempts to build that second base.
Playing against them
Playing against another Zerg opponent, build a
Nydus Canal from your creep to his and instantly attack him. Use an overlord to transport
a Defiler close to a Terran or Protoss base, and have the Defiler plague-attack the
buildings. Terran buildings will be destroyed if not repaired promptly, and Protoss
buildings will be permanently damaged to one hit point (doesn't affect their shields
though).
Protoss
Strategy....
Playing as them
Protoss units are powerful but expensive. Zealots
and dragoons are your basic ground troops. Photon cannons, while weak, are great in
numbers as they attack both land and air targets. Build them close together so several
will attack at once.
The scout is your basic air unit, and is more
powerful than the Terran wraith or Zerg mutalisk. Scouts in numbers can wreak havoc.
Archons are very effective units, albeit quite
expensive. If you can afford them, use them.
Reavers are great at destroying structures but are
slow. Best to use shuttles to get them in place and pick them up and retreat when they are
threatened.
Carriers are good for base defence, although a bit
slow to use on the attack if you expect to have to retreat them back across the map.
The finesse units for the Protoss are the templars
and arbiters. Templars with psionic storm can be effective if there's a bottleneck into
your base. Build photon cannons to slow up ground attacks ,and use your templar to storm
the attackers at the bottleneck. Arbiters are great for cloaking an attack force en route,
but their own uncloaked presence tips your hand to the opponent. Use their stasis to
freeze a battlecruiser while the battle rages, and then when the spell wears off you can
concentrate on the battlecruiser.
Playing against them
Shuttle templars near enemy crystal deposits if
there's a safe area for them to land. Use the templars to psionic storm and kill the enemy
workers, and then load them back up again and retreat them. Use their hallucinate spell to
copy a scout and get two free units to scout the map. To confuse the enemy, hallucinate
copies of archons and carriers before you attack.
Put reavers on patrol right next to your outer
photon cannons. They will then target any seige tanks that attempt to set up and attack
your cannons. Don't do this if your opponent is the Zerg, however.
Use an arbiter's recall spell to quickly bring
offensive units to the area. This is great for bringing in reavers quickly.
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