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Strategy Guide (Part 1 of 2) by STobiasDonate directly to the author of this contribution

Version: 1.1 | Updated: 08/05/2003

StarCraft FAQ Version 1.1

Serin Tobias
shinseitori <at> hotmail (dot) com

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

Table of Contents

i. Revision History
ii. Introduction
iii. Where you can find this FAQ
iv. Important Notice about CD-keys
v. Notice
1. Introduction to Multiplayer Combat in StarCraft
2. General Strategy
  2.1. Damage and Units
  2.2. Build Orders
  2.3. Tactics
  2.4. Reconnaisance
3. Race Specific Strategy
  3.1. Terran
  3.2. Zerg
  3.3. Protoss

i. Revision History

1.05 -- Massive overhaul of the Strategy and Races section.  Some of the incorrect information
        has been updated as well.

1.04 -- Revised information according to the 1.05 patch, and word wrapped the text.

1.03 -- Included Brood War info, heavy editing on strategy (some of it was just crap).

1.02 -- Changed info according to the StarCraft 1.04 patch, added another
        contributing website.

1.01 -- Added notice about CD-keys, removed ICQ# (I'm never on anymore),
        changed e-mail address and web page URL.
        Also corrected a few spelling errors and specified damage types for
        units and buildings.
        Changed info according the the StarCraft 1.03 patch.

1.00 -- First Draft.

ii. Introduction

Welcome.  This section of the FAQ contains some multiplayer strategies that I have seen and
devised myself when playing on battle.net.  I am by no means an incredibly good player at
StarCraft, but I know plenty about strategies, the units, and various ways of improving your
play.  While this section is geared towards players that aren't very familiar with multiplayer
combat, I am sure that experienced players will find some things of interest.

iii. Important Notice about CD-Keys

I have received a few e-mails from people asking me to provide them with my CD-key.  I'll save
you the trouble of writing if you want to ask me.  I will not give out my CD-key to anyone,
because it is my access to battle.net.  If anyone else uses that CD-key, I can't get on when my
CD-key is already being used.  Also, if I give out my CD-key to one person, it will get all the
way around the Internet to everyone in a blink of an eye.  Then I will not be able to access
battle.net.  So, don't even bother writing me, because I won't give it out.  Buy the game.  It's
well worth it, and it's cheap now.

iv. Notice

In this section, I would like to hear any and all criticsm, suggestions, corrections, etc.
This is mostly 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 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.  Remember that copyright laws do apply.

1. Introduction to Multiplayer Combat in StarCraft

I've found that there are two major keys to this game.  The first is to know what your opponent
is doing, and produce units to counter what he/she is doing.  The second is to operate at top
efficiency, meaning that you should not have stockpiles of Crystals and Gas around, and that
you should also expand when appropriate.  You can't do anything with Crystals and Gas; you can
do things with units.

The first concept you should know in StarCraft is the units, buildings, special abilities, and
so forth in the game.  My suggestion to you is that you select one race to become proficient
in, learn its units, abilities, and hotkeys.  Once you are familiar with your race, learn the
other two well enough so that you get a feel for what your opponents may do.  This way, by
seeing your opponents main base, or a strike force, you will know in seconds just how to counter
your opponent.

2. General Strategy

Before I get into the races, there are some concepts that apply to all three of StarCraft's
races.  In general, these concepts are damage, build orders, tactics, and reconnaisance.  We'll
start with damage.

2.1. Damage and Units

You may not know that there are three types of damage and three sizes of units in StarCraft.
These interact with each other in unexpected ways.  In case you're wondering, this table came
from the StarCraft Readme, and the file included with Brood War describing the units.


Unit              Size           Ground Damage        Air Damage

SCV               Small          Normal               --
Marine            Small          Normal               Normal
Firebat           Small          Concussive*          --
Ghost             Small          Concussive           Concussive
Medic             Small          --                   --
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
Valkyrie          Large          --                   Explosive*
Missile Turret    Large          --                   Explosive


Unit              Size           Ground Damage        Air Damage

Larva             Small          --                   --
Egg               Large          --                   --
Drone             Small          Normal               --
Zergling          Small          Normal               --
Overlord          Large          --                   --
Hydralisk         Medium         Explosive            Explosive
Lurker            Large          Normal**             --
Mutalisk          Small          Normal               Normal
Guardian          Large          Normal               --
Devourer          Large          --                   Explosive***
Scourge           Small          --                   Normal
Queen             Medium         --                   --
Broodling         Small          Normal               --
Ultralisk         Large          Normal               --
Defiler           Medium         --                   --
Infested Terran   Small          Explosive*           --
Spore Colony      Large          --                   Normal
Sunken Colony     Large          Explosive            --


Unit              Size           Ground Damage        Air Damage

Probe             Small          Normal               --
Zealot            Small          Normal               --
Dragoon           Large          Explosive            Explosive
High Templar      Small          --                   --
Dark Templar      Small          Normal               --
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
Corsair           Medium
Photon Cannon     Large          Normal               Normal

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.

* = Splash damage (damages units in surrounding area)
** = The Lurker's splash damage is dealt in a straight line from the Lurker.
*** = The Devourer's attack isn't splash damage, but acid spores splash onto surrounding units.

2.1.1. Cover

There are two types of "cover."  They are the following:

1. Any unit behind a tree has a 70% chance of being hit as opposed to a full 100% when out in
the open.

2. A unit that is on higher ground has a 70% chance of being hit by a unit on lower ground.
Units on lower ground can't see units on higher ground (without assistance), but they can see
any attackers.

These two concepts apply to long range attacks, not close-in melee attacks.

Use this to your advantage.  The tree concept isn't used very much (or very practical), but
remember it's still there.  Also, when you are on higher ground, you will generally be defending
a ramp.  When fighting against small melee units on a ramp, remember that most melee units rely
on bunching up around your units to do damage.  That can't be acheived on a ramp.  And, since
long-range units will have less of a chance striking units on higher ground (splash still hits,
though), you definitely have an advantage on a well-defended ramp.

2.2. Build Orders

Build Orders refer to a set pattern for building at the start of your sortie.  There are two
main types: build orders for rushing (attacking your opponent early) and build orders for
economy (emphasis on resource gathering).

If you wish to create a build order, select a race and start a game against a computer, or,
make a map where you won't be attacked.  If you are going for a rush, build your unit producing
building as soon as you can, which is Barracks for Terran, Gateway for Protoss, and Spawning
Pool for Zerg.  Obviously, Protoss is a little slower because of the fact that you need a pylon
to build a Gateway, but that is because the Zealot is a strong rushing unit.

Go through about 4 or 5 trials, and make a note of how long it takes to build your first unit.
Try building the structure at different times.  For example, if you're Terran, perhaps you
should only have 5 or 6 SCVs at first, and then wait and build the Barracks.  Or, perhaps you
could try it at 6 or 7.

If you are building for economy, don't stop producing worker units.  If you can help it, have
a continuous stream of units coming in until you have about 1 1/2 to 2 workers on each crystal
patch.  Sometime before that point, you will have enough of a surplus to build a structure.  If
you are really focused on economy, you can build your farm unit/building first (for Protoss,
this is necessary).  However, if you want to have a surplus, you should not have more than
one worker being built at a time.  Resources don't do you any good if they are far back in the
unit queue.

Eventually, you will find a rigid build order you like.  It should not extend beyond your second
technology level (Academy/Factory for Terran, Hydralisk Den/Lair for Zerg, Cybernetics Core for
Protoss).  Often, people will refer to their build order based on how many workers you have, and
then the type of building you are making at that point.  For example, 4 Pool is a Zerg build
order that is very quick in producing Zerglings, but hurts its economy pretty bad.
9 or 10 Barracks is my personal favorite for Terran, as it allows a good flow of resources, and
allows me to build a significant number of Marines shortly after I have two Barracks up.
However, a quick build order such as 4 Pool may beat this order before I can make any Marines.

You may want to have several build orders.  There are three types of melee games in StarCraft,
and the build orders are different for all three.  Your typical build order is on a map that
allows access by ground to all main bases, and is medium to large in size.  Different build
orders are used on small maps like Blood Bath, where rushes are very common.  Lastly, island
maps don't require a defensive base until higher technology levels.  Here are some guidelines
for build orders:

1. When building for economy, always have one worker unit being constructed until you have
   1 and 1/2 to 2 workers on each crystal patch.  Build your Barracks/Spawning Pool/Pylon once
   you get enough resource flow so that you can keep producing workers, but also once you have
   enough to start on those buildings.
2. When building for rush, don't build as many workers, instead, have your existing workers
   bring in crystals, and then start on buildings as soon as possible.
3. Don't build a Refinery/Extractor/Assimilator until you need gas, or soon before.  For
   example, with Terran, if you are going to Academy after Barracks, start building a Refinery
   soon before or while the Academy is being built.  This is so you can start researching U-238
   Shells or Stimpacks, and/or also to be able to produce Firebats or Medics.
4. If going for economy, start building a Supply Depot/Overlord/Pylon once you get to 8 or 9
   workers.  You should be bringing in enough by then to keep your worker production steady.
   If you don't build the food producer soon enough, you will have to wait until it's done
   before you can make more workers.
5. First, write down your build order, and then, practice it until you know it.  If you're
   having trouble making one, just practice starting on a map, and try different types of
   build orders until you find one you like.
6. Most importantly, stay efficient: don't leave resources in the bank.  Spend all you have.
7. Keep your build order short.  You need to be flexible so that you can counter future threats.
   The build order is just to get you started.

2.3. Tactics

Tactics are necessary in any strategy game.  Many see StarCraft as just throwing units into
battle and seeing who wins.  Upgrades, countering, and so forth are the main factors there.
However, most of the tactics I will describe in this section are not for "throwing units into
battle."  They require a bit of finesse and micromanagement to pull off, but the results are
well worth it.

2.3.1. Formation

You will surely notice that when you move your ground units, they will form into a straight
line, and walk into battle.  This is not good for both melee and ranged attack.  Melee units,
such as Firebats, Zerglings, and Zealots, need to be bunched up together before battle so that
they can surround your enemies and all get attacks in.  Ranged units, such as Marines,
Hydralisks, and Dragoons, need to surround your enemies from afar so that no one has to move
up to attack, delaying their damage.

Both problems tend to be averted if you bunch up your units just outside your attackers, and
then attack-move behind them.  The melee units will run up and try to surround, and the ranged
units will form a sort of vanguard around your enemies to maximize their fire patterns.

The tactics here are very simple.  Before you just toss your units into battle next time, do
a little recon and try and see what type of formation would be beneficial.  As long as you
aren't too far away, your formation should be maintained, and you will have that extra edge
in the battle.

2.3.2. Counterattacking

Here's an all too common situation that I see:

Blue Terran has a couple of bunkers in front of his main base, each with three Marines and a
Firebat inside.  Red Zerg, feeling very confident in a large Zergling force, decides to attack
Blue.  Blue sees the attack coming, and brings a couple of SCVs in to repair the bunkers.  The
Zerglings quickly become a large puddle of goo in front of the bunkers, due to Blue's
preparation.  Perhaps one Bunker is destroyed, and possibly a Marine or two is killed, but,
Red lost a lot of crystals, far more than Blue did.  Does Blue empty his bunkers and rally his
force of Marines (and perhaps Medics) in to attack Red?  No.  Blue replaces the bunker and the
Marine, and continues to do other things.  In the meantime, Red is able to out-expand Blue,
and wins the game later.

Although I am guilty of it myself (I've been in Blue's situation a few times a while ago),
there is no reason why Blue should not counterattack Red in that situation.  Obviously, Red
hasn't done a lot of recon, so he/she didn't know that there were two shiny new Bunkers waiting
for all of those Zerglings.  A counterattack consists of three parts: recon, defense, reprisal.

If Red had quite a few Sunken Colonies, or (more likely) Lurkers hanging around, Blue could
have jumped to Siege Tanks.  Red would have had no chance.  If Blue has a Comsat station or
sends an SCV or two out to Red's main to see what he/she's up to, then Blue is better off in
this regard.  After an attack, Red has that much less units at the base, and so, in the case of
Zerglings, Siege Tanks would have been torn apart.  But since Blue took out quite a few, it's
safe to assume that Red may be changing tactics.

If you have been in this situation before and didn't know what Red had at the base, consider
making your recon more aggressive.  Send SCVs or Marines out to the base and see how they get
torn to shreds.  If it's by Zerglings, make Firebats.  If it's by Hydralisks, make more Marines
or Siege Tanks.  If it's by Lurkers, consider putting a second Comsat Station at your expansion
Command Center and doing Tanks.  Think of how much your opponent has at the base, and see if
a counterattack will either cripple his economy (by destroying his workers), or surgically
disabling his unit production (by destroying Spawning Pool/Hydralisk Den).  I shall have more
on surgical strikes and reconnaisance further down.

2.3.3. The Feint

One of the most dreaded things, particularly in team games, is the massing of one type of unit.
For Terran, it's often the Battlecruiser.  For Protoss, it's either Dragoons or Carriers.  For
Zerg, it's usually a combination, but often it can be Guardians or Ultralisks.  The feint is
probably your best option against Battlecruisers, Carriers, and Guardians.

Some may argue that "you shouldn't let your opponent get that far," or something to that
effect.  It's possible that you may have expanded just as well as your opponent, but you have
a more diverse base of units, while your opponent has 20 Battlecruisers.  In team games, this
can be difficult because one team member can cover for the other by stepping up on attacks,
or guarding the other's main base or expansions.

So, this can be considered a "last resort" tactic.  Here's the idea: Battlecruisers, Carriers,
and Guardians are very slow moving.  If you can distract them by attacking far away from your
real target, it will take them a while to get back.  Attacking one place while really attacking
another is called the feint.  You can attack an expansion or two that are distant from your
opponent's main base, and most likely, you will see the large force being scrambled to protect
the expansions.  In the meantime, you (and your ally, if you are playing team games) are
preparing a large strike force against his main base, where all of these large units were being

If you have enough hard hitting units (such as Siege Tanks, Reavers, or mass Zerglings with
Adrenal Glands), you can take out a main base quickly enough to retreat before being engaged by
the large force.  If you can take out the main base, your opponent will have to waste resources
(and time) to rebuild all of his structures.

Of course, you need something to take care of the large force, or your opponent will just
rebuild and only suffer a setback in building costs.  For Terran, you can use Lockdown and EMP
for Battlecruisers and Carriers, and Irradiate for large Zerg forces.  For Zerg, you can use
Plague and Dark Swarm, and for Protoss, Stasis Field or Psionic Storm are very useful.  Chances
are you will not be able to fight them toe to toe with units, unless you have a significant
number of Wraiths or Scouts against BCs or Carriers.  You will most likely need to rely on
special abilities to take out this force.

Remember, timing and recon are key to the feint!  You need to see your opponent's main force
leaving the base and assisting his expansions.  Attack your opponent's main base quickly and
decisively, then retreat.  Be prepared for retaliation, and make sure you have your specific
special ability using units ready and charged for the onslaught.  You will probably suffer
some losses of your own, but if you can destroy even half of the large force, you will have won
a major victory, for remember: your opponent can not replace these units right away, and the
food limit prevented him/her from having much more than you see.

2.3.4. Surgical Strikes

Surgical strikes are attacks against your opponent's main base that result in the closing off
of one of the technology branches.  Getting harassed by Hydralisks?  Go for their Den.  Seeing
a large Protoss air force being warped in?  Get those Pylons by the Stargates, and hopefully,
the Stargates themselves.  This is the general idea behind surgical strikes: you want to hit
hard and fast, with minimal casualties.

The most common type of surgical strike is a drop by the workers.  A couple of Reavers, Siege
Tanks, or Lurkers can quickly destroy all of the workers getting resources for your opponent.
This will cost him in resource intake AND the 50 crystal cost per worker that you destroyed.
This is becoming a more and more popular strategy on battle.net, so it always pays to be wary of

To conduct a surgical strike against your opponent's buildings, you will need some high-damage

For Terran, Siege Tanks are a very common unit for surgical strikes.  They can do a
good amount of damage in a short amount of time, and you will possibly only need 4 or so per
strike, with a small number of Marines or Goliaths for air support.  You don't want 2 Scouts
ruining your strike.

For Protoss, Reavers or Dark Templar are probably best.  Bring along some Scouts or Dragoons
for air support with this strike.  All I can say is that the more Dark Templar or Dragoons you
have, the better.  You probably won't need more than 4 Reavers.

For Zerg, use Zerglings (with Adrenal Glands, later on) and Hydralisks.  The Zerglings will
take out the building shortly, while the Hydras provide some air support.  If you feel the need
for more air support, bring some Mutalisks, Devourers, or Scourges.

An added advantage to surgical strikes is that you know that your opponent will either have a
surplus or producing units associated with buildings you didn't destroy, so you can counter with
this knowledge.  Or, you can destroy Overlords, Pylons, or Supply Depots to halt your opponent's
unit production completely.  However, you should always assume that your opponent has a lot
of food producers about.  As with the feint, recon and timing are key.  You don't want to
conduct a surgical strike when your opponent has a large number of units in the base.

2.4. Reconnaissance

Recon is definitely the key to winning in StarCraft.  With a good amount of recon, you will be
able to tell where and when your opponent is expanding, what type of units there are, and when
attacks are coming.  In all three cases, recon allows you to plan ahead.  People make mistakes
in the heat of battle as to what units to produce, what technology branch to develop, etc.  If
you can know what's going on outside of battle, you won't be as susceptible to these mistakes,
and deny your opponent resources and victories in your campaign.

Recon is different for all three races, so I'll address it in each race.


While Terran has the easiest recon, it typically doesn't last like the recon with the other
races does.  The two most common types of recon are using Spider Mines and the ComSat Station's
Sensor Sweep.  The Sensor Sweep is rather simple; it is just used once and you can tell exactly
what's going on.  The disadvantage to this is that it is "active," meaning that your opponent
knows that you know what's going on.  Your opponent also knows that you have one less Sensor
Sweep to use if he/she has cloaked units.

The Vulture's Spider Mines are the alternative form of recon.  Akin to the Zerg's famous
burrowed Zergling spies, the Spider Mines allow you to see if an attack is coming, what type of
units are in it, and kill off a few ground units as well.  You should put them at entrances
and at expansions, which tend to be the most used areas.  However, as with the Sensor Sweep,
the mine generally doesn't last long, and each mine could be considered as costing 25 Crystals
and taking 1 supply (close to the Zergling).  So, you will not have a lot of extra Spider Mines
around unless your opponent likes small units.

An alternative form of recon that can take a bit of micromanagement is the cloaked Wraith.  The
Wraith is fast and invisible (as long as it has energy), much like the Protoss Observer.  This
form of recon is very good for scouting expansions, particularly on island maps.  You want to
save the Sensor Sweeps for bases that you know exist, and in case you don't have detection
in an area when you are being attacked by cloaked units.  Of course, if your opponent doesn't
have Missile Turrets/Photon Cannons/Spore Colonies at his base (which isn't likely), you can
send in the Wraith to see things there.  However, if that's the case, you should send in a group
of Wraiths to destroy the workers and anything else you can get.


The Protoss have one main form of recon, and it's probably the best in the game: the Observer.
The Observer stays cloaked and can be upgraded to a very good sight range.  It's cheap and
requires little food (the same as a Ghost).  Keeping Observers tagged to your attack forces,
scouting expansions, or spying in main bases all are commonplace.  You can keep these things
all over the map, and have a good idea of what's going on.  The only problem with this recon
is that it has trouble getting deep into main bases.

An alternative is to use Shuttles, preferably with the speed upgrade.  You will most likely
have Shuttles around early, and while they can't cloak, they are comparable to the Wraith in
their method of scouting.  They can be used to look around at expansions, particularly on
island maps.


The Zerg tend to be a bit sneaky in their recon.  The first method is using burrowed Zerglings,
used much in the same way as Spider Mines.  However, you can have a large supply of Zerglings
around the map, which is a limitation with the mines.  Keep the Zerglings burrowed around
entrances, and try to keep them by crystal patches.  It can be hard to spot a Zergling well
positioned by a crystal patch until it's too late.

Queens are the other, more aggressive form of recon.  They can be used like Wraiths or Shuttles
to scout expansions, but their best form is via Parasite.  Parasiting transports, workers,
defensive units, and so forth can give you a lot of permanent recon.  Until your opponent
notices, you will have a nice view into what's going on.  Unfortunately, Medics can remove
Parasite, so you will find that this method is less effective against Terran.

Of course, you should always send a worker out early in the game to see where your opponents'
main bases are, and to see what direction they are headed in.  I suggest sending out the 9th
or 10th worker, or even earlier.  For example, if you see a Protoss player building a Forge
before a Gateway, chances are that you will see some Photon Cannons either by your base, or even
inside your base.  Keep scouting about your base with workers or early attack units in that
case.  I'll cover that more in Terran and Protoss strategies on offensive defense.

Remember: recon is the key to winning StarCraft.  If you know what your opponent's doing better
than he/she knows your strategies, you will most likely win.

3. Race Specific Strategy

Every race in StarCraft is rather unique.  You will have different technology trees, different
methods of producing units, and different ways of providing "food."  If you're unsure which
race to start playing, or which race to become proficient in, I'll talk about all of the units,
buildings, and specific strategies to playing all of the races in this section.

3.1. Terran

The Terrans have a couple of properties that you should know.  First, all of their units and
buildings can be healed immediately.  All infantry (Marines, Firebats, Medics, Ghosts, SCVs) can
be healed quickly by Medic, and all other units and buildings can be repaired by SCVs, using
resources.  Using more than one SCVs will expedite the process.

Most of the main Terran buildings can "lift off" and move about.  While they move rather slowly,
this can be a definite advantage in surgical strikes and attacks.  If you're thinking of moving
them elsewhere, be warned: they move very slowly.  Any add-ons left will be disabled and can
be used by anyone.  Also, all Terran buildings will "burn down" once you see their hit points
turn red.  They will slowly lose HP until they are destroyed unless they are repaired.

Food for Terrans in StarCraft is done the same way it was done for both races in WarCraft 2.
Supply Depots provide 8 Supply per Depot to you.  Unlike the other two races, these buildings
have no other properties.  Therefore, they are often easy to forget.  As soon as you see your
supply getting short, build more, and keep building.  Even when you have enough Supply Depots
to provide 200 Supply, you should probably build a few extra if you plan to keep your army

3.1.1. Marines             Produced at:   Barracks          Upgrades:
                           Requires:      Barracks          U-238 Shells  (+1 Range)
(Organic ground unit)      Ground damage: Normal              - Academy
                           Air damage:    Normal            Stimpack      (special ability)
                                                              - Academy
                                                            Weapon and Armor upgrades
                                                              - Engineering Bay

Marines are surprisingly sturdy for a unit with low attack power and HP.  While I wouldn't
recommend them against a Protoss opponent, against a Zerg opponent you can use Marines
reliably.  Up until your opponent gets Lurkers, Guardians, or Ultralisks, Marines will probably
beat anything you see against Zerg.  Marines are also the unit of choice for Bunkers.
Combined with U-238 Shells and the bonuses the Bunker provides, a Bunker can be tough to get by.

Use the Marine against:

- Firebat (don't let them get in close)
- Wraith
- Valkyrie

- Zealot (if you have greater numbers, upgrades, and perhaps Medics)
- Dragoon (beware if they have a good amount)
- Corsair
- Scout

- Zergling
- Hydralisk
- Mutalisk
- Scourge
- Devourer

Remember that Marines do not have a lot of hit points, so they will get beaten by anything that
does a lot of base damage.  The exception is the Dragoon, because they only do half damage to
a Marine.  However, if there are a lot of Dragoons, use something else.

Special ability:
- Stimpack

The Stimpack will allow your Marine or Firebat to move twice as fast and have half the cooldown
(fire twice as fast), but at the cost of 10 HP.  It will last for a few seconds.  The effects
of the Stimpack are not cumulative, meaning that you should only use one Stimpack at a time.
Wait until the first Stimpack wears off, then use another.

3.1.2. Firebats         Produced at:   Barracks                   Upgrades:
                        Requires:      Academy                    Stimpack (special ability)
(Organic ground unit)   Ground damage: Concussive splash damage     - Academy
                                                                  Weapon and Armor upgrades
                                                                    - Engineering Bay

Firebats are more specialized that Marines are.  They are not an all-purpose unit like the
Marine can be, mostly due to their concussive damage.  There are a select few units that you
should use your Firebats against, which are obviously small, melee units.  Their range is
rather limited, making them melee units.  If you see your opponent using a lot of Zerglings
or Zealots for attack, use the Firebat for attack yourself, or put one in a bunker.

The other use for Firebats is in worker drops, but I think that Vultures and Siege Tanks are
just as effective in that.

Use the Firebat against:

- Not much you can do.  They don't work against Marines because of the Marines' range.  The
  only use against Terran is in worker drops.

- Zealots
- Dark Templar (be careful here; a good number of DT's will ruin any force of Firebats)

- Zerglings

Keep in mind that the Firebats are specialized units, so they should only be built if you are
countering your opponent.  Otherwise, you should only build them for worker drops.

Special Ability:
- Stimpack

See Marines.

3.1.3. Medics                  Produced at:   Barracks     Upgrades:
                               Requires:      Academy      Restoration (special ability)
(Organic ground unit)                                        - Academy
                                                           Optical Flare (special ability)
                                                             - Academy
                                                           Caduceus Reactor (+50 energy)
                                                             - Academy
                                                           Armor upgrades
                                                             - Engineering Bay

Medics are support units for Terran infantry.  They start with Healing, which automatically
heals your infantry units.  This can greatly extend the lifespan of your Marines and Firebats
in battle, and are easily keys to victory in small battles.  They are an excellent complement
to any strike force of Marines, and should always be produced.  In fact, once you have
Restoration and Optical Flare, you should have a couple around your base anyway.

Special Abilities:

- Heal

Heal will allow a Medic to automatically replenish the HP of a fellow organic ground unit, as
long as she is in range.  This includes your Terran infantry, and your allies' Zealots, High
Templar, Dark Templar, and all friendly Zerg ground units.  Using Heal will drain the Medic's
energy, but it will take a while for her to use it all.

- Restoration

Restoration will remove all status anomalies from the target, with the exception of Stasis
Field.  This includes such nasty anomalies such as Parasite, Plague, Lockdown, Irradiate, and
so forth.  Each use spends 50 energy.

- Optical Flare

Usable at a long range, Optical Flare will reduce the target's sight to 1, permanently, unless
removed by a Medic.  This has limited use, but can be used most notably against long range
attackers such as Siege Tanks, or to block cloak detection against Overlords, Observers, etc.
Each use spends 75 energy.

3.1.4. Ghosts         Produced at:   Barracks               Upgrades:
                      Requires:      Science Facility with  Lockdown (special ability)
(Organic ground unit)                attached Covert Ops,     - Covert Ops
                                     Academy                Personal Cloaking (special ability)
                      Ground attack: Concussive               - Covert Ops
                      Air attack:    Concussive             Optical Implants (increase sight)
                                                              - Covert Ops
                                                            Moebius Reactor (+50 energy)
                                                              - Covert Ops

The Ghost's primary purpose is to sight a target for nuclear strikes.  However, the Lockdown
ability is also very useful against any mechanical unit.  The Ghost is rather weak at 45 HP
and low armor, but he relies on stealth and covert operations to do his damage.  He is equipped
with a rifle that does Concussive damage, but this is only useful on small units such as
infantry or Mutalisks.

Special Abilities:
- Nuclear Strike

The Nuclear Strike is the most powerful weapon in the Terran arsenal.  A strike will do about
500 damage in the target area, with lesser damage being dealt to units or buildings farther
from ground zero.  First, for a Nuclear Strike to be conducted, you must have a Nuclear Silo
add-on to a Command Center, and the Nuclear Silo must be armed.  Then, a Ghost can pinpoint a
location for the nuclear strike that he can see.  Once pinpointed, the Ghost must remain in
sight of the target area, and stay immobile.  This leaves the Ghost very vulnerable to attack,
but the Ghost can remain cloaked during this process.  If the Ghost survives the targeting
period, the Nuke will complete its descent and detonate in the target area, damaging it and
the surrounding areas for quite some distance.

A couple of things you can do to ensure a successful nuclear launch are the following:

- Distract your opponent with an attack at an expansion or on the other side of the base.  But,
  if you are going for units, remember that a feint of this sort will divert the units from
  your nuclear strike.
- Keep a force of units (Siege Tanks, Goliaths, Medics) around the Ghost to repel any attack.
  This will reveal your position, but may buy you the needed time to complete the strike.
- Once you believe your Ghost has been spotted, you can cast a Defensive Matrix on him to extend
  his life.

Don't nuke from lower ground, and don't be wasteful.  A good Zerg player will most likely spot
your Ghost very easily due to the large number of Overlords around.  A Protoss player will
probably have a few Observers around, so make sure you scout the area well before striking.

- Personal Cloaking

This ability simply activates a cloaking field similar to that of the Wraith.  It requires
25 energy to activate and will drain your energy reserves until you decloak.  Cloaked Ghosts
may only be spotted by Cloak Detectors.

- Lockdown

This special ability is one of the most useful in StarCraft.  It targets a single mechanical
unit.  A projectile will be launched from the Ghost and impact the targeted mechanical unit,
shorting out its systems and disabling it for 60 seconds.  Using Lockdown on several enemy
units can be the key to victory in an attack or in the defense of your base.  Locking down
key Siege Tanks, Reavers, or Battlecruisers can easily turn the tide of a battle.  Each use
expends 100 energy.

3.1.5. Vultures              Produced at:   Factory       Upgrades:
                             Requires:      Factory       Spider Mines (can place 3 mines)
(Mechanical ground unit)     Ground attack: Concussive      - Machine Shop
                                                          Ion Thrusters (faster movement)
                                                            - Machine Shop
                                                          Weapon and Armor upgrades
                                                            - Armory

The Vulture is also a specialized unit, but their Spider Mines give them a few more uses.  Like
the Firebat, the Vulture does Concussive damage, so it is designed for small units.  However,
they have longer range, and are speedy, so they can be used against effectively against any of
the small units in StarCraft.  The Spider Mines can be used in my recon strategy detailed above,
or for defense of your units or bases.

Use the Vulture against:

- Marines
- Firebats
- Ghosts

- Zealots
- Dark Templar
- Archons (just don't get close, remember that Protoss shields take full damage)

- Zerglings

Like the Firebat, Vultures should mainly be built as countering units, but you do want a few
around to drop some mines about.

Special Ability:

- Spider Mine

Each Vulture gets 3 Spider Mines, which can't be replaced.  Each Spider Mine has 25 HP and
does 125 normal splash damage.  The mine takes a while to plant, but once it does, it's becomes
cloaked, similar to the Zerg's burrowing ability.  Most enemy ground units will cause the mine
to unburrow, move towards the enemy unit, and detonate.  Some "hovering" ground units will not
set off the mines, such as all three worker units, Vultures, and Archons.  But, any cloaked
unit is able to set off the mine.

I suggest that if you are using the mines for defense, use more than one in an area, as ranged
units such as Marines and Hydralisks will be able to clear a mine as soon as it comes up.

3.1.6. Siege Tanks        Produced at:   Factory                 Upgrades:
                          Requires:      Machine Shop            Siege Tech (allows Siege Mode)
(Mechanical ground unit)  Ground attack: Explosive splash          - Machine Shop
                                         (siege mode)            Weapon and Armor upgrades:
                          Ground attack: Explosive (tank mode)     - Armory

The Siege Tank is a long-range, heavy assault ground attack unit.  Siege Tanks have two modes:
Tank Mode, where the Siege Tank has mobility, but an explosive attack of 20 damage.  Once
researched, Siege Mode sacrifices the Tank's mobility for 70 explosive splash damage at great
range (so great, that the range is longer than the tank's sight).  The large damage, coupled
with a very long range allow you to destroy many ground units or a few buildings with a small
number of tanks.  Obviously, these units need air supports, so they are complemented well by
Marines or Goliaths.  The other catch is that the Siege Tank can't fire within two spaces of
where it's sitting, so any melee unit will be able to take out the Siege Tank before it can
get back into Tank Mode.

Use the Siege Tank against:

- Marine
- Vulture
- Goliath

- Dragoon
- Reaver
- Archon

- Hydralisk
- Ultralisk (but you will need extra Tanks or added support against them)

The Siege Tank is very effective in attack or for defense, so you should always have quite a
few sitting around.  Just keep in mind that melee and air units beat them.

Special Abilities:
- Siege Mode

Once researched, this makes the Tank plant itself in the ground, and prepares the Arclite
Shock Cannon.  This does a great amount of splash damage at great range, making it very useful
for attacks from high ground or across water.  The Siege Tank can't move while in Siege Mode.

- Tank Mode

This reverts the Siege Tank back into its previous mobile state, with the lesser cannon.

3.1.7. Goliaths           Produced at:   Factory         Upgrades:
                          Requires:      Armory          Charon Boosters (increased air range)
(Mechanical ground unit)  Ground damage: Normal            - Machine Shop
                          Air damage:    Explosive       Weapon and Armor upgrades
                                                           - Armory

The Goliath is a rather sturdy anti-aircraft unit.  They have two weapons: Twin Autocannons
for ground units, and Hellfire Missile Pack for air units.  The air damage is significantly
greater than the ground damage, especially once you research the Charon Boosters upgrade.
Goliaths are useful against practically any air unit.  Even Guardians may have a tough time
with Goliaths, but only with the air range upgrade.  Goliaths are especially useful at the
edges of your base to discourage air drops.

Use the Goliath against:

- Wraith
- Valkyrie
- Battlecruiser (make sure you outnumber them)

- Corsair
- Scout
- Carrier
- Arbiter

- Mutalisk
- Scourge
- Devourer

Unless you are on an island map or your opponent is going heavy air, I wouldn't recommend
building Goliaths right off the bat.  However, Goliaths complement Siege Tanks well on drops,
so if you are planning a drop on your opponent, you definitely want some Goliaths.

3.1.8. Wraiths            Produced at:   Starport       Upgrades:
                          Requires:      Starport       Cloaking Field (special ability)
(Mechanical air unit)     Ground attack: Normal           - Control Tower
                          Air attack:    Explosive      Apollo Reactor (+50 energy)
                                                          - Control Tower
                                                        Weapon and Armor upgrades
                                                          - Armory

The Wraith is an air-superiority fighter.  It has a small ground attack, which allows it to
strike units.  However, I don't recommend using it against ground units unless they can't fire
back, or unless you have a large number.  However, Wraiths are excellent against heavily
armored air units since they hit hard in the air.  Because they can cloak, they can be used
for recon, for surgical strikes, or it will provide you with an advantage in attack.  Keep a
close eye out for detectors.

Use the Wraith against:

- Firebat
- Vulture
- Siege Tank
- Battlecruiser (have a lot of Wraiths)

- Zealot
- Dark Templar
- Reaver
- Carrier

- Zergling
- Guardian
- Devourer (be careful, acid spores will reveal cloaked Wraiths)
- Ultralisk

Wraiths are definitely useful on island maps, but tend not to be useful in the air unless
against heavily armored air units.  Scouts, Valkyries, and Corsairs hurt them rather badly,
and your only advantage is cloaking.  However, their speed and stealth can be a rather deadly

Special Ability:
- Cloaking Field

Cloaking Field cloaks your Wraith, but it is temporary.  Like the Ghost, Cloaking Field costs
25 energy to activate and drains your energy until you uncloak.  While cloaked, your Wraith
may only be detected by Cloak Detection, such as Overlords, Observers, or Sensor Sweep.

3.1.9. Dropships          Produced at:   Starport          Upgrades:
                          Requires:      Control Tower     Armor upgrades
(Mechanical air unit)                                        - Armory

The Dropship is rather simple.  It is the only transport that has no extra abilities/upgrades.
Each dropship can carry 8 "slots" of units.  Here's how many squares each unit takes up:

SCV:        1
Marine:     1
Firebat:    1
Medic:      1
Ghost:      1
Vulture:    2
Siege Tank: 4
Goliath:    2

So, a Dropship can carry any combination of these slots, as long as it doesn't exceed eight.
That means you can carry 8 Marines, or 6 Marines and a Goliath, 4 Marines and a Siege Tank,

3.1.10. Science Vessels    Produced at:   Starport           Upgrades:
                           Requires:      Science Facility   EMP Shockwave (special ability)
(Mechanical air unit)                                          - Science Facility
                                                             Irradiate (special ability)
                                                               - Science Facility
                                                             Titan Reactor (+50 energy)
                                                               - Science Facility
                                                             Armor upgrades
                                                               - Armory

The primary use for the Science Vessel is as a mobile cloak Detector, but it also has some very
useful special abilities.  Like many of the special ability users in StarCraft, the Science
Vessel has abilities that is seemingly designed for the other races.  Science Vessels also have
a lot of HP, more than any other special ability using unit.  However, they are ripe targets
for Scouts or Scourges, so be wary.

Special Abilities:
- Defensive Matrix

Defensive Matrix puts an all-absorbing shield on any unit.  This shield will last until 30
seconds has passed or it has taken 250 HP of damage.  This ability is very useful if you have
quite a few Science Vessels about.  You can Matrix a good portion of your attack force
(particularly Battlecruisers, Siege Tanks, and anything else that does quite a bit of damage),
or even Matrix your allies.  Defensive Matrix expends 100 energy per use.

- EMP Shockwave

The EMP Shockwave is carried in a missile, which is launched from the Science Vessel and
detonates in the target area.  All units (and buildings) in the affected area have their shields
reduced to zero, and all units with energy in the area have their energy reduced to zero.
Obviously, this is very effective against Protoss, particularly Archons.  EMP Shockwave has
other effects as well that may not be as obvious:

- You can EMP a group of cloaked wraiths (even blindly), and their cloak will deactivate.  This
  can be used as a last resort if your Science Vessel falls under attack by a group of Wraiths.
- EMP Battlecruisers before they strike your base to prevent use of the Yamato Cannon.
- EMP Medics to slow down healing or prevent Restoration if you decide to Lockdown your
  opponent's units.
- EMP High Templar to stop pesky Psionic Storms.

You get the idea: any unit with shields or energy is greatly affected by the EMP Shockwave.
EMP Shockwave expends 100 energy per use.

- Irradiate

Irradiate may be used on your units or on your enemy's units.  Similar to Flame Shield in
WarCraft 2, Irradiate creates a cloud of radiation that will affect nearby units and the unit
that Irradiate was cast on.  Irradiate will do a steady amount of damage to any organic units
in the area.  Irradiate will last for 30 seconds, and will do a bit more than 200 damage to
the affected unit.  Since all Zerg units are organic, this spell is very effective against that
race.  Try the following:

- Cast Irradiate in the middle of a pack of Zerg air units.  Since air units tend to stay
  bunched up, your opponent will have to find the Irradiate unit and remove it before it kills
  the group from the inside out.
- You can kill an Overlord with a single Irradiate, so you can try and put them behind in
- Ultralisks will take at least 200 damage from a single Irradiate, so this will severly
  weaken them.
- Cast Irradiate on a Wraith, and fly it over an SCV or Drone line.  It's cheaper than a drop,
  and you can run out quickly if necessary.
- Cast Irradiate on your Siege Tanks if you have trouble with melee units such as Zealots or
  Zerglings.  This will probably kill a lot of Zerglings and hurt Zealots quite a bit.

Irradiate will affect any organic unit, which includes Terran infantry (including SCV), all
Zerg units, and the Protoss Zealot, High Templar, and Dark Templar.  Each use expends 75 energy.

3.1.11. Valkyries        Produced at:  Starport                Upgrades:
                         Requires:  Armory, Control Tower      Weapon and Armor upgrades
(Mechanical air unit)    Air attack: Explosive splash            - Armory

The Valkyrie is a rather specialized unit.  It is virtually a tank, with 200 hit points and
2 starting armor, but it still falls to Wraiths, Devourers, and Scouts.  However, it fires
a ton of rockets that have a very large splash radius and does a little bit of damage.  Once
upgraded, these ships can be quite fearsome.  However, with their cost, they are not meant to
be around all the time; they are a counter unit.  If you see your opponent building a lot of
small air, you will definitely want some Valkyries to escort your units.  Also, if you are
planning on building a lot of Valkyries, make an effort to upgrade their attack, as it grows
exponentially with upgrades.

So, as is the case with Corsairs, use Valkyries on light air, but definitely against light air.
They are quick to send into battle, can do plenty of damage, and retreat for repairs.

3.1.12. Battlecruisers   Produced at:  Starport                 Upgrades:
                         Requires: Science Facility with        Yamato Cannon (special ability)
(Mechanical air unit)              attached Physics Lab,          - Physics Lab
                                   Control Tower                Colossus Reactor (+50 energy)
                         Ground attack: Normal                    - Physics Lab
                         Air attack:    Normal                  Weapon and Armor upgrades
                                                                  - Armory

The Battlecruiser is a flying fortress.  At 500 HP, high armor, and a significant amount of
damage, they can be hard to take down.  There are not many units that you have to worry about
against Battlecruisers if you have a large enough number under your command.  Wraiths, Scouts,
and Devourers combined with another air attacking unit are your only worries.  Your main
concerns are Lockdown, EMP Shockwave (for Yamato), Plague, Dark Swarm, Psionic Storm, and Stasis
Field.  If you are quick on the trigger with the Yamato Cannon, you can avert a lot of these
threats, but you have to be very aware of your surroundings.  Do not worry about Valkyries and
Corsairs and other low damage units because the Battlecruiser's armor is quite high and
nullifies most of the damage.

Battlecruisers require a lot of technology and resources to produce.  Their build time is also
rather significant.  You will need to divert a lot of attention and resources to a large group
of Battlecruisers, so you have to be careful of attack before you get a large force up.

Use the Battlecruiser against:

- Marine
- Firebat
- Vulture
- Siege Tank
- Valkyrie

- Zealot
- Dark Templar
- Archon
- Reaver
- Corsair
- Carrier (advantage grows if your armor upgrades beat their weapon upgrades for the Carriers)

- Zergling
- Lurker
- Ultralisk
- Mutalisk (not if coupled with Devourers)
- Guardian

To maximize the effectiveness of your Battlecruisers, you will most likely need to repair your
Battlecruisers after battle.  Bring your SCVs along in a Dropship, or go back to your base and
have at least 4 SCVs repairing a BC at a time.  Use waypoints (shift-clicking) to set up a
repairing queue.  Your BCs will be finished in a minute or so.

Special Ability:
- Yamato Cannon

The Yamato Cannon will do 260 damage to a single target.  This allows you to destroy Missile
Turrets, Photon Cannons, and do heavy damage to other base structures.  Once the Cannon is
activated, it takes a few seconds to charge, and then it fires a blast at the unit or building
selected.  As long as the targeted unit doesn't run too far away, the blast will follow the
unit and deal its damage.  Each use expends 150 energy, so you will not be able to use this
very often.  Select your targets wisely.

3.1.12. Bunkers            Requires: Barracks

Bunkers are the primary defensive structure for the Terran army.  They are simply protective
buildings for four of your infantry units.  Normally, you would put Marines in these bunkers,
but depending on what you're up against, you may want to put Firebats in.  Ghosts are not really
recommended, unless you want to protect them.

If you see an attack coming, grab some SCVs and have them ready to repair your Bunkers as they
get attacked.  If you're good at micromanagement, leave your Marines outside the bunker,
Stimpack them, then send them in.

Bunkers become more useless as the game goes on, due to higher-armor units.  Bunkers are
rather useless against units such as Battlecruisers, Carriers, or Ultralisks because the Marines
simply don't do enough damage.  Siege Tank or Goliath support can help, but I really don't
recommend turtling and waiting for impending doom while your opponent expands and beats you
with overwhelming numbers.

A more common strategy for Bunkers is to place some around your opponent's chokepoint by the
main base.  This will effectively prevent your opponent from getting out the main extrance,
and can have significant psychological impacts.  However, make sure you keep this outpost
expendable; you don't want to suffer heavy losses and end up behind because of an offensive
bunkering tactic.

3.1.13. Missile Turrets          Requires: Engineering Bay

Missile Turrets became more important after Brood War, because two new cloaked units were
introduced: the Dark Templar, and the Lurker.  However, if you see your opponent going for these
units early, you should be able to level their main base, but make sure you get in quickly.  One
Dark Templar or Lurker can ruin an attack quite quickly.  However, regardless of the attack, you
should build Missile Turrets around so that you can detect any cloaked units.

Obviously, Missile Turrets are meant to protect your base from aerial attack.  A couple of
Missile Turrets can deter a drop from destroying your workers.  They can also prevent a cloaked
Wraith attack, Scout attack, etc.  Make sure you have enough to cover your base, but don't be
excessive in building.  Also, make sure that your opponent is indeed going air.  Missile
Turrets will just add to your opponent's razings score if all that is created is a ground force.

3.2. Zerg Strategy

The Zerg have a few unique properties.  First, all of their buildings and units regenerate.
This is a very slow process, however.  Their technology tree is nearly identical to that of the
races in WarCraft 2.  The main Zerg structure provides for three technology levels.  The first
level includes Zerglings, Hydralisks, and base defense structures.  The second level, achieved
by evolving the Hatchery to a Lair, provides for Lurkers, Queens, Mutalisks, and Scourges, and
Overlord upgrades.  The final level, achieved by evolving the Lair to a Hive, provides for Nydus
Canals, Adrenal Glands, Guardians, Devourers, Ultralisks, and Defilers.

All Zerg units, excepting the Infested Terran, are produced at a Hatchery.  The Hatchery will
have up to 3 Larvae surrounding it, which can morph into any of the Zerg warrior strains.  The
general strategy for Zerg attacks is simply in overwhelming swarms because their units are so
cheap to produce.  However, there can be some micromanagement with such units as the Queen,
Defiler, and Devourer.  Build as many Hatcheries as you need to produce units, and hotkey them

3.2.1. Overlords             Requires: Hatchery         Upgrades:
                                                        Antennae (increased sight range)
(Air organic unit)                                        - Lair or Hive
                                                        Pnuematized Carapace (faster movement)
                                                          - Lair or Hive
                                                        Ventral Sacs (transport ability)
                                                          - Lair or Hive
                                                        Carapace Upgrades
                                                          - Spire

The Overlord has a plentitude of purposes.  Its primary purpose is to provide Control over your
units, which is the Zerg equivalent of food for your forces.  However, it has three other
obvious purposes: transport, cloak detection, and scouting.  For transport, the Overlord is
precisely like the Terran Dropship.  It has eight slots to carry units.  Since the Zerg forces
are typically numerous, you will most likely employ several Overlords in dropping.  You will
need to evolve Ventral Sacs to employ this.  The Zerg ground forces break down as follows:

Drone:            1
Zergling:         1
Hydralisk:        2
Lurker:           4
Ultralisk:        4
Defiler:          2
Infested Terran:  1

For cloak detection and transport, you will definitely want the Pnuematized Carapace upgrade.
Improved in previous a patch, this will make the Overlord far more quick in movement.  Also,
the Antennae upgrade increases the Overlord sight, which improves your cloak detection in turn.
You should always have an Overlord or two around in every base, but you must be careful.  Since
they have a low amount of hit points as compared to the Pylon or Supply Depot, your opponents
will make destroying Overlords a priority.  So, you should always have a surplus around, if not
for food, but also for detection and transporting that huge army.  You can also use them to
explore the map, since they are naturally abundant for their cost.

3.2.2. Zerglings             Requires: Spawning Pool      Upgrades:
                             Ground attack: Normal        Metabolic Boost (faster movement)
(Ground organic unit)                                       - Spawning Pool
                                                          Adrenal Glands (reduced cooldown)
                                                            - Spawning Pool (requires Hive)
                                                          Melee and Carapace Upgrades
                                                            - Evolution Chamber

The Zergling is the embodiment of the Swarm: weak alone, but very deadly in numbers.  Even
without the Adrenal Glands upgrades, you will notice that a large number of these creatures
will tear down anything in their path.  They do little damage, so they will be overcome by
heavy armor, but lightly armored opponents such as infantry units and buildings will be
destroyed in a matter of seconds if numbers are sufficient enough.

Use Zerglings against:

- Siege Tank
- Goliath

- Hydralisk (watch out for large groups)

- Dragoon

Zerglings are not exactly effective counter units, except for the few units listed here.  They
are far more effective against defenseless structures simply because they are so weak and are
melee units.  However, a large number of them with the speed and cooldown will overwhelm a large
sized army, except against a large number of Firebats, Lurkers, or Reavers.  Since it does not
take long for them to destroy a worker group or a building, and since they are expendable, they
are excellent in surgical strikes/drops.  Of course, they are also commonly used in the
beginning of the game in a rush.

3.2.3. Hydralisks            Requires: Hydralisk Den      Upgrades:
                             Ground attack: Explosive     Muscular Augments (faster movement)
(Ground organic unit)        Air attack: Explosive          - Hydralisk Den
                                                          Grooved Spines (+1 attack range)
                                                            - Hydralisk Den
                                                          Lurker Aspect (morph to Lurker)
                                                            - Hydralisk Den (requires Lair)
                                                          Missile and Carapace Upgrades
                                                            - Evolution Chamber

The Hydralisk will often be a mainstay unit in Zerg armies.  Like the Dragoon and Goliath, it
is often considered an anti-air unit, and is used in that regard as complements to Zergling
or Ultralisk strikes.  While they can have a tough time against heavily armored units such as
the Battlecruiser or Carrier, they are usually sufficient as long as you stay close to equal on
upgrades.  They have a variety of uses and are far sturdier than Zerglings are.

Use the Hydralisk against:

- Vulture
- Goliath
- Wraith
- Valkyrie
- Battlecruiser

- Devourer
- Ultralisk (stay ahead on attack upgrades, and outnumber, of course)

- Archon
- Scout
- Corsair
- Carrier

While the Hydralisk is good against air units, you must be careful against heavy air.  A good
force of Battlecruisers or Carriers will tear apart a Hydralisk force, so you will need to be
supported by Devourers and/or Defilers.  Since their attack is explosive and not very damaging,
they are not very effective against small units such as Marines, Zerglings, and Zealots (though
they do full damage to shields).

3.2.4. Lurker           Requires: Lurker Aspect,        Upgrades:
                                  Hydralisk             Missile and Carapace Upgrades
(Ground organic unit)   Ground attack: Normal             - Evolution Chamber
                                (splash along a line)

The Lurker is evolved from a Hydralisk, but can't be done so until the Lurker Aspect ability
is researched at a Hydralisk Den.  It is a very devastating unit, but, like the Siege Tank, it
takes some time to set up.  The Lurker has no regular attack; it can only attack while burrowed.
However, when it does attack, it strikes all from on a line from it to a point 8 matrices away.
This makes it ideal for attacks by large numbers of ground units, such as Zerglings, Zealots,
or Marines.  However, it is also useful against anything with a short range attack on the
ground, and also for drops against someone with poor cloak detection.

Use the Lurker against:

- Marine
- Firebat
- Vulture
- Goliaths

- Zergling
- Hydralisk

- Zealot
- Dragoon
- Dark Templar

You should always watch for cloak detection with Lurkers, because while they can take quite a
bit of damage, their biggest vulnerability is being detected.  However, with the possible
exception of Dragoons and Dark Templar, your Lurkers should still be able to handle quite a bit
of punishment from these units.  Use them for base defense, or use them in a drop or as added
support against light ground units.

3.2.5. Scourge          Requires: Spire                 Upgrades:
                        Air attack: Normal              Carapace Upgrades
(Air organic unit)                                        - Spire

The Scourge is a specific task unit.  Upon contact with an enemy aerial unit, it kills itself
and deals 110 damage to the target in the process.  While you may be one to create hordes of
Scourges against air attacks, you have to keep a few things in mind:

- The AI for Scourge tend to bunch up on one target.

Even when using attack move, the Scourge will often bunch up on the leading unit in a formation.
Some will even be lost after the unit is destroyed, resulting in a waste of resources.  You
may have to micromanage them a bit.

- Counterattacks can destroy many Scourge.

While units with slower attacks may not be able to catch them in time, large packs of air
units will.  Battlecruisers in particular will destroy a Scourge in one hit.  The best
strategy is to have them behind a force that is absorbing most of the damage, or to target them
on single units such as Dropships, Overlords, Shuttles, Observers, etc.

Remember, the idea is not to be wasteful.  While they can be a useful diversion, it's best
to use them for their real purpose and set up a diversion for them to get in with.

3.2.6. Mutalisk            Requires: Spire             Upgrades:
                           Air attack: Normal          Guardian Aspect (morph to Guardian)
(Organic air unit)         Ground attack: Normal         - Requires Greater Spire
                                                       Devourer Aspect (morph to Devourer)
                                                         - Requires Greater Spire
                                                       Flyer Attack and Carapace Upgrades
                                                         - Spire

The Mutalisk is the mainstay small air unit for the Zerg.  However, unlike the Wraith and
Scout, it's uses can be quite different.  It's small attack amount in the air can make it rather
ineffective against heavily armored units such as the Battlecruiser or Carrier.  That's what
Devourers are for: to reduce their armor so the Mutalisks can do more damage.  The Mutalisk
has a unique type of splash damage.  After the attack does damage to a target, it hits two
other targets for lesser damage.

While the Mutalisks may be small sized, they still can't exactly stand up to Wraiths or Scouts.
Think of it this way: even after they only do half damage to the Mutalisks, they still do more
damage, attack faster, and have longer range.  Also, keep in mind that the Ghost isn't as
ineffective in attacking the Mutalisk as you may think.  I have, on a couple of occasions, put
a couple of Ghosts in my bunkers if my opponent goes mass Mutas.  Usually I'll do a nuclear
strike as a counter attack after that.

Use the Mutalisk against:

- Firebat
- Vulture
- Siege Tank

- Zergling
- Hydralisk
- Lurker
- Ultralisk
- Guardian

- Zealot
- Dark Templar
- Reaver

A couple of notes:

Terran and Protoss have a far easier time with Zerg than enemy Zerg does.  Terran can use a
combination of Marines, Goliaths, Wraiths, and Valkyries, or overrun you with Battlecruisers.
All of these air units, excepting perhaps Valkyries can be overcome with Devourers in support.
Also have Scourge around for Science Vessels.  Protoss have Dragoons, Scouts, Corsairs, Carriers,
and High Templar to take care of Mutalisks.  However, you either need equal Mutalisks, Scourge,
or perhaps Hydralisks under a Dark Swarm.

3.2.7. Guardian          Requires: Guardian Aspect,        Upgrades:
                                   Mutalisk                Flyer Attack and Carapace Upgrades
(Air organic unit)       Ground attack: Normal               - Spire

The Guardian is the Zerg's siege unit.  It has a very long range, making it ideal for
eliminating base defense, and short range air attack units.  They are also well armored and
do enough damage on the ground to make them excellent for base assault.  However, they have no
air attack, so you will need to support them with Mutalisks and/or Devourers, or perhaps a few
Scourge if your opponent hasn't established air units.  Just make sure you establish good recon
with Overlords or Queens before you strike, because the slow speed of the Guardian slows
deployment and makes retreat unfeasible.

Use the Guardian against:

- Marine
- Firebat
- Ghost
- Vulture
- Siege Tank

- Zergling
- Hydralisk
- Lurker
- Ultralisk

- Zealot
- Dragoon (be careful, they have a good range when upgraded)
- Dark Templar
- Archon (Ensnare is useful)
- Reaver

The bottom line here is have good recon or a significant amount of air support before you
deploy your Guardians.  A large group of Wraiths, Scouts, or Guardians can really ruin your

3.2.8. Devourer          Requires: Devourer Aspect,         Upgrades:
                                   Mutalisk                 Flyer Attack and Carapace Upgrades
(Air organic unit)       Air attack: Explosive*               - Spire

The Devourer is the new Zerg flying fortress.  Well armored and having a good amount of hit
points, it will take a lot to bring it down.  They do very well against the mass air attack
units such as the Corsair and the Valkyrie, but they have no ground attack, so be aware of heavy
ground-to-air strike units such as the Dragoon and Goliath.  Their attack does explosive
damage, and while it's not as much as the Scout's air attack, it has a unique splash attack.
With each attack, an acid spore is attached to the target.  This acid spore will also splash
onto surrounding units.  So, a group of Devourers will be able to quickly attach the maximum
number of acid spores to an enemy force.  Acid spores reduce the target's armor by 1 per acid
spore (even into negatives), and increases the cooldown of the affected unit (it attacks
slower).  Acid spores will also reveal cloaked units. This makes a Mutalisk/Devourer combination
useful in many aspects.

Use the Devourer against:

- Valkyrie
- Battlecruiser

- Mutalisk (be careful when outnumbered)
- Guardian

- Corsair
- Carrier (be careful, the acid spores don't affect it's cooldown, just armor)

Keep in mind that while the Devourer is powerful, it is not a stand alone unit.  It's cooldown
rate is greater than that of a Siege Tank (in Siege Mode).  It is much better served with a
group of Mutalisks.  Just make sure you group them so that they absorb the damage, since
Mutalisks are relatively easy to take down.

3.2.9. Queen             Requires: Queen's Nest          Upgrades:
                                                         Ensnare (special ability)
(Air organic unit)                                         - Queen's Nest
                                                         Spawn Broodling (special ability)
                                                           - Queen's Nest
                                                         Gamete Meiosis (+50 energy)
                                                           - Queen's Nest
                                                         Flyer Carapace Upgrades
                                                           - Spire

The Queen's special abilities have the potential to be very useful.  There are four abilities,
three of them being primary.  While Parasite and Spawn Broodling are the most useful, don't
overlook Ensnare and Infest Command Center.  I shall describe them in detail:

Special Abilities:
- Infest Command Center

This ability requires no energy, and is automatic as long as you have a Queen near an enemy
Command Center.  When an opponent's Command Center gets heavily damaged, the Queen will enter
and transform the Command Center into an Infested Command Center.  It will be fully healed, and
you will have the ability to lift it off and move it elsewhere.  It will also be able to produce
Infested Terrans, which are walking bombs like the Sappers in WarCraft 2.

- Parasite

This ability sends a parasite from the Queen to an enemy unit.  This parasite attaches itself
to the unit and only may be countered by casting Restoration on it or by destroying the unit.
While the parasite is attached, it will allow you to see everything that unit sees.  So, if
you parasite an Observer or Overlord, you will be able to see cloaked units.  Each use expends
75 energy.

- Ensnare

Ensnare is an area-affect spell that will splash upon any units in the target area.  Any unit
ensnared will have it's movement reduced and it's cooldown is very slightly increased.  This
spell will also reveal cloaked units as long as they are affected.  This spell will remain on
the affected units for about 30 seconds.  Each use expends 100 energy.

- Spawn Broodling

Spawn Broodling targets one ground, non-robotic unit.  Upon contact, it destroys the unit and
places 2 Broodlings in its place.  Consdering the energy expenditure of the spell and the
weakness of the Broodlings, the spell is more useful because it destroys the targeted unit.
Practically any ground unit may be targeted by this spell.  Some notable exceptions are the
Archons and the Reaver.  The most effective targets for this spell are damaging units like the
Siege Tank, Ultralisk, and High Templar.  Each use expends 150 energy.

3.2.10. Ultralisk          Requires: Ultralisk Cavern       Upgrades:
                           Ground attack: Normal            Anabolic Synthesis (faster movement)
(Ground organic unit)                                         - Ultralisk Cavern
                                                            Chitinous Plating (+2 armor)
                                                              - Ultralisk Cavern
                                                            Melee and Carapace Upgrades
                                                              - Evolution Chamber

Ultralisks are quite durable and ferocious for their cost.  Before Brood War, Ultralisks did
not have those two upgrades for movement and armor, but they were still useful and underrated
then.  Don't mass produce them; they will just bunch up around each other.  They are melee
units, after all.  If you are going to produce a lot, use multiple approach vectors.  You should
probably have no more than 3 or 4 at one spot, especially when assaulting a main base.  They are
useful for two things: absorbing damage, and fighting off ranged units (especially when coupled
with Dark Swarm, see Defiler).

Use the Ultralisk against:

- Marine
- Firebat
- Ghost
- Vulture
- Goliath

- Zergling
- Hydralisk (if ahead on armor upgrades)

- Zealot (better with good armor upgrades and Chitinous Plating)
- Archon (attacks on large Ultralisks reduce threat of splash damage)
- Reaver

As you can tell, Ultralisks are more useful against Terran than the other two races.  This is
very much because once they get inside the Terran range, they will tear practically any ground
unit apart.  Since the Ultralisk has 400 HP and a ton of armor, they will have time to get in
range.  You can also use Dark Swarm to assist.

It is better for smaller Zerg units, because it's armor gives it a good advantage over Zerglings
and Hydralisks.  Lurkers will give it a bit of trouble.  Protoss is a different story.  Zealots
and Dark Templar are also melee units, so Dark Swarm will not work against them.  Zealots won't
do as much damage as Dragoons or Dark Templar, due to the armor, but it's still significant.
However, Ultralisks are the best ground units against Reavers because they can absorb at lot of
their damage before being taken down.

One last thing about the Ultralisk: for some reason, it appears to have a strong psychological
effect against your opponent.  They have a certain presence on the battlefield that is undenied,
and it takes a lot of "pepper" to bring them down.  While you can't pack them like
Battlecruisers or Carriers, they are still useful from multiple attack vectors, if there are a
lot of them.  Even better is the fact that they can provide as a significant diversion to your
opponent while your drop Lurkers or Zerglings (with Adrenal Glands) in the back of their base.

3.2.11. Defiler             Requires: Defiler Mound           Upgrades:
                                                              Plague (special ability)
(Ground organic unit)                                           - Defiler Mound
                                                              Consume (special ability)
                                                                - Defiler Mound
                                                              Metasynaptic Node (+50 energy)
                                                                - Defiler Mound
                                                              Carapace Upgrades
                                                                - Evolution Chamber

The Defiler, much like the Science Vessel for the Terrans, has special abilities geared towards
the opposing races.  Recently increased in cost in a recent patch, the Defiler isn't often used
in Zerg battles.  This is mostly due to the fact that Zerg armies and attacks are macromanaged
due to the sheer number of units required to win.  Due to this, micromanagement units such as
the Defiler, Scourge and Queen are not commonly used.  However, the most useful of these three
is definitely the Defiler.  Both of its special abilities are area effect spells, so that gives
some room for error, and the Consume ability allows quick charging when needed.

Special Abilities:
- Dark Swarm

Dark Swarm is spell that covers a rather large area.  Upon activation, the Defiler creates a
very dense, dark cloud that is nearly impossible to see into.  This effectively neutralizes
ranged attacks into the cloud, so this means that units with ranged attacks such as Marines,
Hydralisks, flying units, etc. will not be able to strike any unit within the cloud.  This
protection does not extend to buildings or flying units.  However, melee attacks are still
fully effective, and units will take splash damage from weapons such as those of the Siege Tank
and Reaver.  Each use expends 100 Energy.

- Plague

One of the most potent and deadly special effects in StarCraft, Plague is an area effect spell
that affects all units and buildings within its range.  Once the Plague spores attach to the
affected units, they will slowly reduce the HP of the affected units.  This will do around
200-300 to each damage affected, but this spell will not kill any units.  Damage will be
constantly done to some point below 10 HP, which means that any healing measures will be quickly
neutralized.  So, this spell is particularly effective against Protoss units, since this spell
does not damage shields, and since Protoss can't recover HP.  Also, it can send Terran infantry
in a frenzy while the Medics try to heal and the Plague keeps doing damage.  Each use expends
150 energy.

- Consume

This a special ability very unique to the defiler.  Costing no energy, this allows the Defiler
to destroy a friendly unit and gain 50 energy.  This is most commonly used on Zerglings, but it
can also be used on Larva.  A couple of Zerglings can bring a Defiler up to casting a Plague,
definitely making it a fearsome ability.

3.2.12. Infested Terran    Requires: Infested Command Center     Upgrades:
                           Produced at: Infested Command Center  Carapace Upgrades
(Ground organic unit)      Ground attack: Explosive splash         - Evolution Chamber

Only available after a Queen has infested a Terran Command Center, the Infested Terran is
certainly a powerful, destructive unit.  Since they do so much damage, they are better suited
towards surgical strikes on buildings or resource production rather than units.  The problem
with destroying units with them is that Infested Terrans tend to be high-priority targets and
are destroyed too quickly to deal their damage.  However, when used in a defensive role, they
can be particularly effective, since the attacking units are distracted.

The Infested Terran is also the only Zerg unit that can be queued, at the Infested Command
Center.  So, I'd suggest keeping a few around in case you need them.  Just remember that they
can be picked off rather easily, so keep them in a safe location, and keep them where they
won't do colateral damage to your own structures/units.

3.2.13. Sunken Colony           Requires: Spawning Pool
                                Evolved from: Creep Colony

The Sunken Colony is far more useful than it used to be previously.  It does a total of 40
explosive damage, at a good rate of fire.  So, this will provide ample protection against
virtually any ground unit.  However, it is still outranged by Siege Tanks and Reavers.  Also,
small units in large numbers such as Zerglings and Zealots will be able to handle a good amount
of Colonies before being taken down.  They are still a good deterrent to drops and direct base
strikes with their very presence.

3.2.14. Spore Colony           Requires: Evolution Chamber
                               Evolved from: Creep Colony

Spore Colonies tend not to be used a whole lot because the primary use for them and Missile
Turrets is often for detection.  With flying Detection around a will, the Zerg have little need
for such structures.  However, they are still necessary.  They have an excellent rate of fire
(equal to that of the Hydralisk), and they do plenty of damage to any air unit.  While Spore
Colonies are little more than a nuisance to large air such as Battlecruisers, Carriers, and
Guardians, they can easily stem early rushes of Wraiths or Mutalisks.  Do not neglect them and
leave your main base open to air attack unless you intend to always leave Hydralisks in your

3.3. Protoss Strategy

Since the original single-player campaign started with Terran and went to Zerg, the Protoss were
most likely a difficult race for most players to become accustomed to.  Protoss units are not
nearly as plentiful as Zerg units, but they are far stronger.  All of their units have shielding
and hit points, and their buildings have shielding as well.  The main focus of Protoss strategy
can have many facets, you can swarm with a Zealot and Dragoon ground attack, or you can utilize
the fast and powerful Scouts and Corsairs in an air attack.  Of course, there are heavy hitting
units such as Reavers and Carriers than can be used as well.  Combine this with the various
properties of Protoss such as their powerful magic, and you have a very interesting race to

All Protoss units and buildings have shielding, and this can be upgraded at a Forge (for a
hefty price, of course).  Also, keep in mind that a couple of the Protoss units have beneficial
upgrades that will make them more effective in battle, particularly the speed upgrades.  Upgrade
them when you can.

3.3.1. Zealot                 Produced at: Gateway         Upgrades:
                              Requires: Gateway            Leg Enhancements (faster movement)
(Organic ground unit)         Ground attack: Normal          - Citadel of Adun
                                                           Ground Weapons and Armor
                                                             - Forge

The Zealot is by far the strongest out of the three races' melee units, as it has around 160 HP
and a good amount of damage for its cost.  Its speed upgrade is quite important, and it should
be upgraded when possible.  Zealots are most useful in large packs, and they can be employed in
a variety of tasks, ranging from fending off ground attacks to quick strikes on worker units.
They serve as a fine complement to the Dragoon, which is weak against melee units, while the
Zealot is helpless against air strikes.

Use the Zealot against:


- Marine
- Siege Tank
- Goliath


- Zergling (watch out once Adrenal Glands are researched)
- Hydralisk


- Dragoon
- Dark Templar

The Zealot will serve as adequate ground defense when coupled with Photon Cannons or Dragoons,
but they also are very effective in attacks, granted there are no counter units (such as the
Firebat or Lurker).  They are also cheap enough to use for reconnaisance before you get
Observers, and are a valuable asset to any ground army.

3.3.2. Dragoon             Produced at: Gateway              Upgrades:
                           Requires: Cybernetics Core        Singularity Charge (longer range)
(Mechanical ground unit)   Ground attack: Explosive            - Cybernetics Core
                           Air attack: Explosive             Ground Weapons and Armor
                                                               - Forge

The Dragoon has slowly found its way into Protoss ground.  Used before (particularly before
Brood War came out) simply as a counter to air units, the Dragoon has now been realized as a
valuable asset in ground armies and as a very effective complement to the Zealot.  It's attack
packs quite a punch to any large or medium unit, and so it can stand with the best of them.
Now that they have longer range, consider using them against such big guns as the Siege Tank,
Archon and Ultralisk.  Also, do not forget their usefulness against practically any air unit.

Use the Dragoon against:

- Vulture
- Goliath
- Wraith
- Valkyrie

- Hydralisk
- Lurker (but not where there is many of them)
- Ultralisk
- Mutalisk
- Devourer

- Scout
- Corsair
- Archon

While the Dragoon is now a strong ground unit due to the recent range increase, consider that
the Dragoon is still excellent as an air defense unit.  It is good against even the heavily
armored air due to its high attack power.  So, consider these things when you decide to include
the Dragoon in your attacks.

3.3.3. High Templar          Produced at: Gateway            Upgrades:
                             Requires: Templar Archives      Psionic Storm (special ability)
(Organic ground unit)                                          - Templar Archives
                                                             Hallucination (special ability)
                                                               - Templar Archives
                                                             Khaydarin Amulet (+50 energy)
                                                               - Templar Archives
                                                             Ground Armor
                                                               - Forge

The High Templar is by far one of the most psychologically intimidating and damaging units in
StarCraft.  Hearing the familiar sound of a Psionic Storm or seeing one of these units crawl
near your units will immediately grab you attention and wrath.  A single Psionic Storm will
be able to destroy any weak units almost immediately, and it will also do heavy damage to any
slow moving (or Ensnared) unit in its path.  So, the High Templar is a common sight in base
defense and in Shuttles along the front lines.

Special Abilities:
- Psionic Storm

Psionic Storm is an area effect spell that does approximately 125 damage to any unit if it
remains in the area for the full duration.  This will affect all flying and ground units in
this area, and so it can destroy tightly packed groups of Mutalisks or Wraiths and it will most
likely do heavy damage to other units if your opponent is not paying attention.  So, you should
try and use this spells as a surprise on worker units from a Shuttle, or keep a Templar in your
base and keep a close eye on your map for enemy units.  Each use expends 75 energy.

- Hallucination

Hallucination will make two copies of the unit you select.  These copies will not retain any
existing characteristics of your unit (such as cloaking), but it will otherwise still appear
in every way to your opponents and allies as a natural unit.  However, Hallucinations do no
damage, take twice the damage, and disappear once special abilities are cast on them.  So, use
them on your more expensive units, such as Carriers, Reavers, or Arbiters.  Each use expends
125 Energy.

- Summon Archon

This ability allows you to sacrifice two High Templar so that they will merge into the powerful
Archon.  It requires no researching and can be done immediately.  A short summoning period will
ensue, and the Archon will emerge.

3.3.4. Archon               Requires: Summon Archon,            Upgrades:
                                      two High Templar          Ground Weapons and Armor
(Ground Psionic Entity)     Ground attack: Normal splash          - Forge
                            Air attack: Normal splash

The Protoss Archon is one of the most fearsome units in the game.  It's Psionic Shockwave does
plenty of damage and splashes surrounding units.  Since it is a melee attack, the Archon is
best against ground melee units and tightly packed air units.  While they are quite costly in
build time and resources due to the nature of their production, you may want to consider setting
aside some crystals if you are in a long lasting game such as a free-for-all, since gas is
easy to come by in long games such as those.

Use the Archon against:

- Marine
- Firebat (be very careful when there is a lot of them, they do full damage)
- Goliath
- Wraith
- Valkyrie

- Zergling
- Mutalisk
- Devourer
- Guardian (Just watch for Ensnare and large groups of Guardians)

- Zealot
- Dark Templar (only when there are few)
- Scout
- Corsair

Keep in mind that Archons use shields for nearly all of their hit points, so they are definitely
not invincible.  Large groups of Firebats, Vultures, and Dark Templar can easily slay Archons
because they do so much damage to them.  Also, special effects such as Ensnare and particularly
EMP Shockwave can be devastating to these units.  Since Archons are faster now, they may be
able to hold their own against heavy ground strike units such as Siege Tanks, Lurkers, and
Reavers.  However, these units are not for breaking large blockades of such units.  Air units
are better for that task.

3.3.5. Dark Templar         Produced at: Gateway                 Upgrades:
                            Requires: Templar Archives           Ground Weapons and Armor
(Organic ground unit)       Ground attack: Normal                  - Forge

The Dark Templar is a very heavy hitting stealth unit.  Being permanently cloaked, it, along
with the Lurker, has certainly prompted more cloak detection in bases.  If you stay ahead on
upgrades, these units can dispatch Marines and Zerglings in a single hit.  This allows them
to fare very well in melee battle.  However, their primary purpose is just what they are
designed for: to be a stealth unit.  You can drop a few of these guys into the back or side of a
base, and they will do heavy damage before they are taken down.  They can also be used with
some micromanagement in big battles to take out pesky Siege Tanks, Dragoons, or such.

Use the Dark Templar against:

- Marine
- Siege Tank
- Goliath

- Zergling
- Hydralisk
- Ultralisk
[Note: While Dark Templar can easily beat anything but Lurkers in Zerg ground, this is mostly
due to the fact that they are cloaked.  Zerglings with adrenal glands or a good number of
Ultralisks will easily take them down with detection.]

- Zealot
- Dragoon

Keep in mind that Dark Templar are very weak when they are detected and will not last very long
against anything.  Remember most that they are not meant to replace Zealots in higher tech; in
fact, the good hit point total of Zealots allow them to last far longer.  So, keep an eye out
for those detectors and destroy them accordingly.

Special Ability:
- Dark Archon Merge (?)

Much like their High Templar brethren, two Dark Templar may merge to form a Dark Archon.  Again,
a short summoning period will ensue, and both Dark Templar will be lost in the process.  Dark
Archons are not cloaked.

3.3.6. Dark Archon          Requires: Dark Archon Merge,        Upgrades:
                                      two Dark Templar          Mind Control (special ability)
(Ground psionic entity)                                           - Templar Archives
                                                                Maelstrom (special ability)
                                                                  - Templar Archives
                                                                Argus Talisman (+50 energy)
                                                                  - Templar Archives
                                                                Ground Armor
                                                                  - Forge

The Dark Archon is a unit designed simply for special abilities.  However, it performs very
well in this regard.  While it has no attacks, it has three very, very useful spells at your
command, two of which must be researched.  However, I've noticed that this unit is not used
often or not very well.  So, I will explain all of its special abilities and when they are

Special Abilities:
- Feedback

Feedback will do two things.  First, it deals damage to the target unit equal to its current
energy level.  If the unit is not destroyed, then the target's energy will be reduced to zero.
This can be extremely effective, particularly when you are constantly being pestered by Queens,
Science Vessels, or High Templar.  It can also be useful for defense, as this spell can usually
destroy Medics and Wraiths.  Feedback will also likely do plenty of damage to Battlecruisers,
Corsairs, Arbiters, and other Dark Archons.  Each use expends 50 energy.

- Mind Control

This spell does much like it says - the target of this spell will be under your control,
permanently, even in the Dark Archon casting the spell is destroyed.  You will receive any of
the special upgrades (such as Yamato) that your opponent had with that unit.  This can easily
turn the tide of a battle if you control a heavy unit such as an Ultralisk, Battlecruiser,
or Carrier.

With this spell, you also have the possibility of controlling a Drone or SCV and building a
Terran or Zerg settlement.  While you might think that this gives an unfair advantage, think of
it this way: it costs a lot of resources and time to build another settlement.  If you can keep
even with your opponent and build up another race, you would have won by pouring that resources
and time into the actual battle.  Since this is a powerful ability, it has a large cost - each
use expends 150 energy and depletes your Dark Archon's shields.

- Maelstrom

This special ability will freeze any organic unit within its range for a short amount of time.
Unlike Stasis Field, any unit caught in a Maelstrom can be attacked.  So, this spell is very
useful against Zerg units, particularly stacked air.  I've killed 40 Mutalisks by using
Maelstrom and Psionic Storm right after each other (seriously!).  This spell can also save you
against such attacks like Protoss melee, a large amount of Terran infantry, or a Zergling swarm.
Each use expends 100 energy.

3.3.7. Shuttle             Produced at: Robotics Facility   Upgrades:
                           Requires: Robotics Facility      Gravitic Drive (faster movement)
(Mechanical air unit)                                         - Robotics Support Bay
                                                            Air Armor Upgrades
                                                              - Cybernetics Core

The Shuttle is almost exactly like the Terran Dropship, but with one important exception: it
has a speed upgrade.  This speed upgrade should be researched whenever possible, as it increases
the Shuttle's movment rate significantly.  Like the Dropship and Overlord, the Shuttle can
ferry 8 slots of units.  The Protoss breakdown is:

Probe:         1
Zealot:        2
Dragoon:       4
High Templar:  2
Dark Templar:  2
Reaver:        4
Archon:        4
Dark Archon:   4

The Shuttle is relatively low-tech, so you will be able to sneak some drops in quickly.
However, the higher tech Robotics Support Bay will makes the drops more likely to succeed, so
plan your attacks accordingly.

3.3.8. Reaver             Produced at: Robotics Facility    Upgrades:
                          Requires: Robotics Support Bay    Scarab Damage (+25 damage)
(Mechanical ground unit)  Ground attack: Normal splash        - Robotics Support Bay
                                                            (+5 Scarab capacity)
                                                              - Robotics Support Bay
                                                            Ground Armor Upgrades
                                                              - Forge

The Reaver is probably one of the most devastating units in StarCraft.  No unit is more deadly
to infantry or melee units than this one.  To attack with the Reaver, you must fund production
of Scarabs, which are the Reaver's attack weapon.  Once released, the Scarab will travel to its
target and detonate, causing 100 points of normal damage, which will splash onto surrounding
enemy and ally units.  This damage can be upgraded, as well as an upgrade in capacity from 5
to 10 Scarabs.  The Reaver is slow-moving to counter its destructive potential, and it does
not have as many hit points as you may like.  However, Reavers are most commonly Recalled by
Arbiters or ferried about in quick Shuttles.

Use the Reaver against:

- Marine
- Firebat
- Vulture
- Goliath

- Zergling
- Hydralisk
- Lurker

- Zealot
- Dragoon (but not when there are a lot of them)
- Dark Templar

Ranged units such as stimpacked Marines, upgraded Hydralisks or upgraded Dragoons will be able
to overcome your Reavers sooner than you think.  However, Dragoons are the best off since it
will take 2 Scarabs to destroy them, even after the damage upgrade.  So, be prepared to either
Recall your Reavers or put them into Shuttles, as they are too expensive to lose easily.

3.3.9. Observer            Produced at: Robotics Facility        Upgrades:
                           Requires: Observatory                 Sensor Array
(Mechanical air unit)                                              - Observatory
                                                                 Gravitic Boosters
                                                                   - Observatory
                                                                 Air Armor Upgrades
                                                                   - Cybernetics Core

The Observer is probably the easiest recon unit to use.  It remains cloaked, flies, and has
a good movement and sight range when it is upgraded.  You can easily leave these things all
over the map, and they don't require a lot of resources to do so.  You can tag them along on
fleeing units to ambush them later, or you can leave them outside of your opponent's bases to
see oncoming attacks.  You can also leave them around expansion areas to strike your opponent
when he is vulnerable and just building an expansion.

However, do keep in mind that it does not take much to take one of these Observers down once
they are detected.  They can be destroyed with only a few hits if you wander too close to a
base, or eliminated quickly by air patrols with their own detection.

3.3.10. Scout              Produced at: Stargate               Upgrades:
                           Requires: Stargate                  Apial Sensors
(Mechanical air unit)      Air attack: Explosive                 - Fleet Beacon
                           Ground attack: Normal               Gravitic Thrusters
                                                                 - Fleet Beacon
                                                               Air Weapons and Armor Upgrades
                                                                 - Cybernetics Core

The Scout is a rather powerful unit.  It can take a lot of punishment, deal plenty of damage
in the air, and can move quickly.  However, the Gravitic Thrusters upgrade is quite necessary
for the Scout to be useful.  This upgrade will make the Scout much faster, and allows them to
be useful in hit-and-run situations.  The Scout is really an expensive unit, though.  Since it
does so little damage on the ground and due to its cost, it really should only be produced in
situations where you need anti-air.  Otherwise, you will want it to escort your Carriers or
your ground units.

Use the Scout against:

- Firebat
- Vulture
- Wraith (You should have at least one Scout for every two Wraiths)
- Battlecruiser

- Zergling
- Ultralisk
- Mutalisk
- Guardian

- Zealot
- Dark Templar
- Carrier

Keep in mind that the Scout's best assets are its air attack and speed.  You should definitely
use it against the heavy air of all three races, the Battlecruiser, Guardian, and Carrier.  It
can hold its own against lone Devourers, but don't even think about fighting them if you see
any Mutalisks.  Also, Corsairs and Valkyries can definitely give them trouble.  You probably
want to keep a couple of Shield Batteries around to recharge the Scouts' shields after a
battle, to get your money's worth out of them.

3.3.11. Corsair             Produced at: Stargate             Upgrades:
                            Requires: Stargate                Disruption Web (special ability)
(Air mechanical unit)       Air attack: Explosive splash        - Fleet Beacon
                                                              Argus Jewel (+50 energy)
                                                                - Fleet Beacon

The Corsair is very similar to the Valkyrie in many ways.  It is even better in some ways as
well.  It has no ground attack, but it has a very powerful air attack, especially when upgraded.
The Corsair's attack does little damage, but it is very quick and has a small splash area.  This
does plenty of damage to any lightly armored air units, like the Mutalisk, Wraith, and Scout.
You should probably keep an eye on your opponent's level of air armor when using the Corsair
for attack.  If your opponent sees you building a lot of Corsairs, he/she will likely go
straight for full upgrades on armor.  If you don't do the same with your air weapons, your
attacks will be too little to really count.

Special Ability:
- Disruption Web

One of the best abilities you can find in StarCraft is Disruption Web.  When cast on the ground,
it will nullify any attacks from any units (and base defense structures) inside the web.  This
web will last for a good amount of time, and if you have enough Corsairs, you can disable a
base with a little micromanagement.  When the Argus Jewel upgrade is researched, you can use
this ability twice per Corsair.  Each use expends 125 energy.

3.3.12. Carrier             Produced at: Stargate               Upgrade:
                            Requires: Fleet Beacon              (+4 Interceptors)
(Mechanical air unit)       Air attack: Normal                    - Fleet Beacon
                            Ground attack: Normal               Air Weapon and Armor Upgrades
                                                                  - Cybernetics Core

The Carrier is a very strong air unit.  It can take plenty of punishment while dishing out
plenty of damage when upgraded.  Like the Reaver, you must produce fighting robotic drones known
as Interceptors to attack with.  These Interceptors are released from the Carrier, attacking
your air and ground targets (and causing a lot of confusion on the screen).  You do not have
to produce more Interceptors unless they are destroyed.  Like the Corsair, the Interceptor does
not do much damage, but the sheer number of them will do plenty of damage to your target.  So,
upgrading your weapons will benefit your Carriers greatly.

Use the Carrier against:

- Firebat
- Vulture
- Siege Tank
- Valkyrie

- Zergling
- Ultralisk
- Mutalisk
- Guardian

- Zealot
- Dark Templar
- Reaver
- Corsair

The Carrier is probably best to use on small groups of large units due to the nature of the
attack patterns the Interceptors use.  It could take you a while to kill a large number of
Marines or Hydralisks depending how many Carriers you have.  In such cases, use Attack+Move and
do not select specific units.

3.3.13. Arbiters            Produced at: Stargate                Upgrades:
                            Requires: Arbiter Tribunal           Recall (special ability)
(Mechanical air unit)       Air attack: Explosive                  - Arbiter Tribunal
                            Ground attack: Explosive             Stasis Field (special ability)
                                                                   - Arbiter Tribunal
                                                                 Khaydarin Core (+50 energy)
                                                                   - Arbiter Tribunal
                                                                 Air Weapons and Armor Upgrades
                                                                   - Cybernetics Core

The Arbiter has several very useful purposes.  Most notably, the Arbiter can cloak any of your
units surrounding it, whether they are in the air or on the ground.  Of course, this makes any
Arbiter subject to heavy attack, so it can take quite a bit of damage as well.  Also, the
cost, building time, and high technology required by the Arbiter makes it unlikely that you
can produce many, so you may want to Hallucinate them.  The Arbiter also has a small attack,
but it has too long of a cooldown time to be very useful.  However, the Arbiter has two very
useful special abilities as well.

Special Abilities:
- Recall

Recall is a trans-dimensional transport system.  Using this special ability will allow you to
summon a group of units anywhere on the map to directly under your Arbiter.  These units can
be on the air or ground.  Since the target area of Recall has a large effect range, you can
pack quite a few units tightly together and place them directly into battle with your Arbiter.
Each use of Recall expends 150 energy.

- Stasis Field

Stasis Field has a variety of purposes.  It will freeze any friendly or enemy units in the
effect range for an extended period of time.  When a unit is in stasis, it can't be targeted
or attacked in any way.  So, you can use it to freeze half of your opponent's attack force to
make it easier on your own units (and destroy the frozen units later), or you can freeze your
units losing in battle so that you can send reinforcements later.  Each use expends 100 energy.

3.3.14. Shield Batteries          Requires: Gateway

The Shield Battery is a rather neglected building for the Protoss.  It is most commonly used
to recharge the shields of quick air units such as Corsairs and Scouts, and also heavily
shielded units like the Archons.  However, it can save you early on as well.  You may be losing
a battle with Zealots and Dragoons, and a couple of Shield Batteries can mean the difference
between victory and defeat.  Of course, you should always keep a few around the map to recharge
any quick units that have been in battle, such as your Scouts.  Remember that your shields often
save your warriors in battle, so you should replenish them when possible if another battle is
impending.  Remember that Shield Batteries can only recharge the shields of units and not

3.3.15. Photon Cannons            Requires: Forge
                                  Air Attack: Normal
                                  Ground Attack: Normal

The Photon Cannon is definitely the most versatile defense structure there is.  It can be built
anywhere where there is a pylon and forgotten.  It can attack air and ground units and
structures, delivering plenty of damage in doing so.  Since the Cannon can be placed virtually
anywhere, you will often see them around enemy bases, in various chokepoints, and so forth.
Some Protoss players have Forge before Gateway in their build order so that they can seal their
opponents in with Photon Cannons.  This is one of the reasons why early recon is important;
you can prepare for offensive cannons by getting this information.  Since they are also
detectors, Ghosts and other cloaked units have a tough time getting around them, especially if
you have Observers in backup.  Considering the cost of the rest of the Protoss units, you should
definitely build plenty of Cannons around for defense and cloak detection.

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