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Strategy Guide by Kronikle

Version: 3.5 | Updated: 06/21/2003

==============================================================================
               Kronikle's StarCraft Brood War Strategy Guide v3.5
==============================================================================
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\  \  | |  / /___\ \  | |\ \ \ \  __ | |\ \    / /___\ \  | |     | |
/  /  | | / /     \ \ | | \ \ \ \/ / | | \ \  / /     \ \ | |     | |
/__/   |_|/_/       \_\|_|  \_\ \__/  |_|  \_\/_/       \_\|_|     |_|






                                    DISCLAIMER

                BEFORE READING ANY FURTHER IN THIS GUIDE, READ THIS

1) I, Ryan Kurlish (Kronikle), the author of this guide, am not in any way
liable for harm that came from reading this.
2) If you are to use some of the strategies in this guide, you must at least
give me partial credit.
3) This guide may not be sold.  If any companies want to buy this I must get
part of the money and must be first informed.  In no ways may anyone make 
money
or any kind of profit off of this guide without informing me and getting my 
approval.
4) I allow permission for websites to post up this strategy guide if you 
e-mail
me and I say it's fine (I usually do).
5) In no way at all may anyone steal and/or take credit for writing this 
guide.  Including taking sections of this guide and not giving me due 
credit.

Appropriate legal actions will be taken upon breach of this disclaimer.

                                 END OF DISCLAIMER




---------------------------------------
Note, I deleted quite a bit from my last version. and changed quite a bit 
too.
Some chapters aren't even in this guide.  It's all for the better.  I 
removed
All of the really newbie sections such as "Computer Killing" and "Awards 
Section".

What I want you to do is read Chapters 9, 14, and 24.  Those are updated.

Chapter 24 is a new chapter of another guide I wrote and was planning on 
posting
on gamefaqs.com but apparently I decided just to post it here.
---------------------------------------



1. Introduction
2. Version Changes
3. Race Overviews
4. General Strategies
5. Multiplayer
6. Terran Units and Buildings
7. Zerg Units and Bulidings
8. Protoss Units and Buildings
9. How to win
10. Terran Strategy
11. Zerg Strategy
12. Protoss Strategy
13. **DELETED** Computer Killing **DELETED**
14. Winning on Lost Temple
15. Kronikle's Most Useful Strategies
16. Cheats
17. Secrets (glitches included)
18. Learning Center
19. Miscellaneous
20. Campaign Editor Creation Guide
21. Campaign Editor Idea Guide
22. Other StarCraft Games
23. Other Strategy Games
24. Psychology and Starcraft
25. Credit


==============================================================================
1. Introduction
==============================================================================
	If you have e-mailed RyanK55@aol.com about StarCraft from an internet 
account,
I couldn't read it.  Now e-mail Kronikle@hotmail.com.
      My old e-mail address is RyanK55@aol.com.  I hate AOL.  But now I got 
a
new one!  My new e-mail address is Kronikle@hotmail.com.  E-mail me 
strategies,
corrections, or hints.  Title the subject "Starcraft Guide", that's how I 
know
it is not trash and I will not delete it immediatly.  I go online about 10 
times
a month or more.  You can also tell
me strategies, hints, tips, or errors in this guide, just not anything 
stupid
or not involved with StarCraft.  Besides, how many people are actually 
reading
this guide?
      I am Kronikle, the maker of this strategy guide.  This is my first 
one.
I will not be updating this too often.  I really don't know too much more I 
can
add.  I'd be suprised if the versions go past 3.0 because each of my updates
contains so much more info then the last.  I don't know what to add next!
Don't expect me to put up a guide on each mission, cause 1, this is a 
STRATEGY
guide, and 2, I simply don't have enough time.  Ive noticed lately ive been 
somewhat of a hypocrite on this.  I mean I write stupid stuff here like 
Award Section and Other Strategy Games.  Pretty much unrelated crap.  So 
dont spam me about this im sorry but im still not giving strategy on the 
missions.
      I have never been beaten by any of my close friends and after awhile 7 
Comps
Melee (I can easily take out 7 comps in free-for-all).  I still don't 
consider
myself a master or god of StarCraft.  On a scale from 1 to 10, 10 being the
master, I am about a 8.  But there are some pros that can beat me in a 
hearbeat!
Everyone is Zerg and you build sunkens all around the bases.  That is the 
cheapest way.  I am using
Battle.net much more.  My name is changing constantly.  My AOL Instant 
Messenger name is Kronikle66.  You can challenge me
anytime when I'm on Aol Instant Messenger.
	Actually if you want REAL training, do 10 public 1v1 Lost Temple games in a 
row.  If you win all 10 of those, you probably dont need the training :P.  
But whenever you lose, watch the replay and see what you did wrong, and how 
you could've improved.
If you think you are a StarCraft god and have never been on Battle.net, then
you are not even close to being god.  Battle.net will teach you so many new
things and how to improve old things.  Another way of training if you are 
multiplayer lacked is on custom
maps.  Choose 3 opponents, 1 of each race.  Then, set your race to random.
It's hard, espescially when you're trying a new strategy.  For all of you 
who
want to learn quick, goto the StarCraft University (in the credit sections),
and take the classes.  Once you've mastered a strategy that you can beat 3
comps with ease.  Don't continue using the same strat.  Try mixed strats.  
Zerg
is the easiest computer race to beat.  Terran and Protoss are the hardest!
They strategically use Tanks to their advantage, they cloak their Wraiths, 
they
Nuke, and their early swarm is 15 marines 5 Firebats and 5 Medics, while
Protoss use Psi Storm twice, Statis Field to stop you, then Psi Storm some
more!  Their early rush is about 12 Zealots!
	I am writing this version for currently 1.10, the worst patch ever made.

==============================================================================
2. Version Changes
==============================================================================
1.0 - First release!
1.1 - Added Learning Center, Multiplayer, and Version Changes.  Polished
                 everything up.
1.2 - Added Miscellaneous, Race Overviews, Campaign Editor Idea Guide, and
Other StarCraft Games.  Made it easier to find chapters.  Polished 
everything
up.
1.3 - Added counters to the rushes.  Added Campaign Editor Creation Guide.
Changed e-mail address to Kronikle@hotmail.com.  Fixed some typos and 
errors.
Added a secret about a new mission.
1.4 - Added Super Annoyance trick.  Got another e-mail address
Kronikle218@aol.com.  Added some more in the Intro.  Added Set Rally Point 
in
General Strategies.  Added more in Campaign Editor Creation Guide.  Added
Kronikle's most useful strategies.  Added tons of other stuff.
1.5 - Fixed a few typos.  Added tons of stuff.  I add too much to remember.
Added Award Section.
1.6 - Added Ascii Art and some additional crap.  I renamed the the 
"Strongest
Rushes" to what they are.  I fixed some errors.  I added a few more build 
order
strats.
1.7 - PsychicProdigy gave me a Zealot Rush and a few errors to fix.  I added 
a
few more stuff to random sections and of course, fixed some errors.
1.8 - Changed some strats around to make them more non-money map related.  
Added more counters to each race.
1.9 - Added correction by Supremal.  Added a few more stuff to learning 
center.  Added more stuff everywhere i think.
2.0 - Added How to Win section and fixed intro.
2.1 - Added "and Buildings" to the race units section.
3.5 - Got rid of several sections.  Changed almost every section is some 
way.  Added Psychology and Starcraft section.

==============================================================================
3. Race Overviews
==============================================================================

Terran
******

Pros

Build anywhere
Basic attack unit is long range
Basic attack unit can attack air
Mechanical Units and Buildings can be repaired
Liftoff
The Nuke
Longest attacking range unit the Siege Tank
Battle Cruiser
Great Defense
EMP Shockwave
Some Cloakable units
Medium to Strong Mid-late game units
Medium early game units

Cons

Too much space taken up
Buildings on fire get HP taken away
A lot of units are useless without abilities
A lot of units can't be created without addons


Zerg
****

Pros

All units are made in one building
Units can be made by the threes
Everything is cheap
Immune to mechanical only spells
Burrowing ability
Regeneration of HPs
No non-Zerg enemy can build in your territory if you have your creep
Start with a flying Detector
Extremely powerful early game
Infested Terrans
Enemies other than Zerg may not build on creep.

Cons

All buildings except hatchery must be built on Creep
Drones must sacrafice their selves to create buildings
Crappy long game strength
No Capital Ship


Protoss
*******

Pros

Shields
Strongest basic attack unit
Strongest units in game
In my opinion, best spells
Psionic Storm
Carriers
Arbiter, best cloaker
Dark Templar
Archon
Ability to control all three races
Photon Cannon best attack building
Warp multiple buildings at the same time
Best Scout and Spy, Observer

Cons

Expensive
Slow
Must build near Pylon
Hardest to master
No way to recover Life (not shields)
Too many building requirements
EMP Shockwave kills Protoss swarms instantly espescially when aided by 
Plague

Terran Rely On Mixed Units to win.
Zerg Rely On Mass Units to win.
Protoss Rely on Power Units to win.

Overall, if you are starting it is good to play as Terran.  Then Zerg.  Once
you have mastered their basics try to learn about Protoss.  My favorite race
now is terran 1v1 because I can own in Lost Temple.  My best multiplayer 
race is Protoss.  I am currently improving
with Zerg.

==============================================================================
4. General Strategies
==============================================================================
Drops - One of the best strategies there are.  A drop can be used with any
race.  A drop is when someone transports a deadly unit in the back or side 
of a
base.  If done correctly the unit will most likely kill off most/all of the
enemy workers, more than likely putting them really behind.  Not only can 
drops
wipe out all the workers, they can also wipe out an opponent!  Escort Drops
too!  A Shuttle with Reavers escorted by Scouts can help significantly in
wether or not the drop actually works.  Aiding a Shuttle while say Mutalisk
come to attack the shuttle.  Scouts will work those muts and you'll be able 
to
continue your drop.  The best drops are as follows:
Terran - siege Tank in siege Mode - You must drop on hills or cliffs like in
challenger or bgh.
Ghost with armed Nuke - You drop, cloak and nuke either their frontline 
defense
so ground units can come in, or use it to nuke every worker.
Zerg - Lurkers - Drop behind mineral lines and burrow.  Insta worker crush 
for
people without detectors and most likely will work even if you have 
detectors.
Protoss - Reaver - Drop and watch the 100 (maybe even 125) splash damage 
crush their workers and
maybe even finish them off!
High Templar - Only good on workers or grouped up units such as muts.  Drop 
a
few and hit all the mining spots to take em out.
Dark Templar - Most people don't have detectors in back, so...  If the enemy 
is
Terran, hit straight at the ComSat Station if they have it.

Drop Protection - It's not as hard as some might think just create a group 
of
Scourges/Scouts/Wraiths and have them patrol your side entrances.  That way,
when the transport comes, they will easily blast down it.  Also, placing 
lots
of Spores, Turrets, and Cannons around your parimeter can almost every time,
scare your opponent out of dropping.

How to Successfully Drop - Ever try to drop from every little spot on the 
map,
but it never seemed to work?  Here's some help:
First off, aid the drop with basic air units (Mutalisk, Wraith, Scout).  
Attack
buildings and units automatically priortize the attackers if they are left 
to
deal with by the computer.  Second, drop while you launch your main force.
Usually the enemy will send his forces to the air that is being attacked.
Perfect for a drop.  Third, Launch diversion attacks.  Now, magic plays a 
role
too:
Terran - Defensive Matrix the Dropship.
Protoss - Make lots of Hallucinations, Disruption Web a path.
Zerg - Parasite a Unit to see possible entrances, Ensnare defending units.

Alternate Drops - Instead of using the same old transport, you could always
sneak units into the enemy base a different way.
Zerg - Start a Nydus Canal at an enemy entrance (sneak drone at beginning to
burrow in their base and you'll be able to find entrances.
Protoss - Recall
Terran - No Clue.

Workers - At the beginning send your workers to seperate patches.  Once you
have all of your workers mining on different patches start another base.  If
it's gonna be a long game you should have 50+ workers for non-stop rushing.

Allied Chat - A useful strategy.  You can convince your opponents that you 
are
going Zerglings and you can convince them to defend against that, while
sercretly dropping Hydras from one side and mut rushing from another.
Intentionally not use Allied Chat and give out false information.  Show some
truth by sending like 12 Zerglings.  Start off with "So what's everyone
going?".  They'll be in allied chat and tell you.  Follow it up with, "Cool!
I'm goin mass Zerglings".  Switch back to ally chat and explain.

Outposting - I mostly see this with Terran.  What it is is basically 
building a
mini fort either at a choke point, or in the center of a map, or maybe even 
in
the unexplored region of an enemy base.  I also see people place outposts in
the enemies entrance so he can't get out.  A usual Terran outpost consists 
of a
few Bunkers, a few missile turrets and tanks in siege mode.  Protoss 
consists
of Photon Cannons aided by a few Reavers, an observer, a High Templar, and
maybe a few Zealots or Dragoons.  Zerg have a hard time making outposts.  
The
best for zerg would be starting another Hatchery outside and putting 
Sunkens,
Spores, and Hydralisk with maybe a few Zerglings.  If an enemy can't take 
out
an outpost, you most likely have the win.

Multiple Bases - If you are going mass units non-stop multiple bases are
nessesary if you want to keep pumping if your current base does not have 
enough
room.  Multiple bases should be used for mining and gas collecting, or if 
you
need more space.  On most official maps the maps only have 1500 mins and 
5000
gas, which you'll definetly need at least a second base unless you are doing 
a
rush.  Official maps (excluding bgh) have very few patches of minerals and 
one
geyser all with limited amount.  If you are playing a game with mass patches
and geysers you probably dont need a second base.  Once you have around 600 
minerals left in a base, it is due time for an expansion.

Cloak Detection - How many ways have you found out how to uncloak a unit?
-EMP Shockwave to lower magic to make em uncloak (Wraith or Ghost)
-Maelstrom
-Acid Spores (Wraith)
-Statis Field
-Defensive Matrix
-Detectors
-Ensnare
-Plague
-Spider Mines sorta.  Spider Mines will attack cloaked units.
-Scanner Sweep
-Waiting for energy to drop to zero
-Splash Damage and Psi Storm (for damage purposes)

My Perfered Rushes - Here are my top favorite rushes for each race.
Terran - Tank Push - Move in with the tanks and when they come out, have 
your
Goliaths and Wraiths or Valkyries show them the ropes..
Zerg - The Inferno Hydras - One of the best zerg rushes ever (in my 
opinion)!
Hit em with 6 control groups of upgraded hydras in ten minutes.
Protoss - Dark Templar Extreme - Unless the enemy is going strict air (and
usually if they do), I can dominate them.

Set Rally Point - This command is VERY useful.  Say you click a Barracks and
then you hit Set Rally Point.  Then you move the cursor to where you want 
all
produced units to come out of.  It's espescially useful if you are non-stop
rushing.  You could set the Rally Point inside the enemy base.

The Gas we Pass - If you are relitively new to StarCraft you must know how 
many
workers should go to each Refinery, Extractor, or Assimilator.  You should 
have
3 and only 3 at each gas extractor.  If you have more the extras will just 
wait
outside waiting for a chance to go in.  If you have less than 3 workers, 
your
gas flow will be drastically reduced (if that is your only gas extractor).
Chris Lorden made a helpful note to me.  I chose 3 only from experience on 
MOST maps.  There are some maps where the vespene geyser is farther away 
than normal.  Put workers on your geyser so that enough mine so that there 
is no time between workers waiting outside the geyser.  Thank you Chris 
Lorden!

When to Attack - Playing Defense isn't the best move.  Say you are begining
attacked by a strong army.  You can leave that attack alone, defend against
that attack, or you could send your forces attacking.  Chances are, the
opponent used a good chunk of his force.  That leaves his base vulnerable.  
I
see everyone out there trying to defend and afterwards try to rebuild.  That 
is
how I Nuke Rush.  I have no defense and everyone just rebuilds what the 
nukes
did.  That gives me more time to launch again!

Split Focus - Often, the only way to pull of a nice attack is if the enemy's
defenses are gone.  Say you had a nice Hydra force but the enemy has too 
many
dragoons to deal with.  Drop 8 Lings into the mineral line.  Not only will 
that
take out lots of workers, but it will also move your enemy's defense to the
mineral field, giving you time to launch your attack.

Spider Mines now land mines - Usually Spider Mines unburrow and attack any 
unit
in the range of about 3.  Now any non-melee unit can take out one of these
before they explode on the enemy.  If you blind them, as soon as someone 
walks
over them, then they explode.  This is also bad for you cause the enemy can
walk around them.

1 at a time - When attacking in groups and defending against groups have 
your
group always attack one unit at a time.  It may seem unimportant but it
certainly is.  Imagine a group of marines attacking each different units.  
Now,
imagine a group of units attacking the same unit.  The ones attacking 
different
units damage each of the units, but they are still attacking.  The ones
attacking the same unit get him out of the way leaving less enemies dealing
damage to you, making you live longer and deal more damage.

Training Trouble - When I said to train by putting your race on random and 
have
three opponents of each different race, I meant in version 1.04 or higher.
Below that, the comp is just way too easy.  If you can't beat three comps, 
try
1 at a time until they can barely even touch you.  Once you reach to three
comps, you'll have to be fast and fierce!  I built a defense with 8 Cannons 
and
8 Zealots very early, but the computer easily overwhelmed by triple-teaming
with Hydras, Lings, Zots, and Marines galore.  Playing opponents better than 
you are also a good way to train.

Kill? - When you know you can eliminate an enemy don't hesitate to do it!
Unless there are rules set at the beginning like "no rush for 15 minutes", 
take
him out.  However, if some other enemy is constantly attacking you and your
offense is your only defense.  Wait til the end of his last attack then send
your fleet.  I have learned a very effective tactic through-out my entire
playing experience.  Be agressive.  Be the first to launch that attack.  Be 
the
first to drop.  Non-stop swarming is essential.

Free for all - Games like Free for all are sooo easy!  Just build up a good
defense and offense and just let the computers take eachother out.  If they 
do
for some reason attack you, their attack squad will most likely be weaken by
the other comps.  As long as you don't anger them, they won't bother you.
Build up your army and when there are around 3 to 4 comps left that can't 
kill
eachother, then you should attack.

Protection - Don't just build protection at the front of the base.  Make it
surround your parimeter.  You don't know what side he's gonna attack from 
(most
of the time) if he uses air.  Also, protect your mineral field in case of
worker hunts or drops.  Putting a little defense in the middle is not a bad
idea, but it could get in your way.

Trees - Most people don't even know what trees can do in StarCraft.  They 
hide
units.  It's best to put small long-ranged units (Marine, Hydralisk, 
Dragoons)
behind these because their long range can easily hit units without blowing
their cover.  Detectors don't cut it here.

Cliffs - You can easily take the advantage on a mountainous map.  All units 
on
cliffs do what they do better than what the people on the ground do.  Put up
say a tank on top of a cliff.  The tank can now see everything far away.  
Now
say you put him in Siege Mode.  If he attacks someone standing still they 
will
not know where you are.  They will run away.  If they decide elsewise they 
will
head towards the mountain.  While on the ground they can not see what is 
above
them unless they scale the mountain and reach the very top or have vision up
there by some kind of air unit or something.  Not only that, say you have a
vulture attacking that tank, the vulture's attacks half of the time will 
miss.
By then your tank could easily take him out.  This can be countered if an 
air
unit comes by.

Choke Points - These are the connecters.  They connect the bases or 
whatever.
They are usually bridges but can turn the tide of war.  If you block them 
off
as well as you do your front-line defense usually noone can enter your base 
by
ground (and if the choke point is huge enough and well protected, even by
air!).  For Terran block it off with Bunkers filled with 3 Marines and a
Firebat, backed up by Siege Tanks, a few Ghosts if the big boys come in, and
some Missile Turrets for detection and air protection.  Zerg should mostly
consist of Sunken Colonies with some Spores for air defense and detection 
added
with tons of burrowed Hydralisk and Lurkers.  Protoss uses Photon Cannons
blocking entrance backed up with High Templars ready to Psionic Storm them.
Don't forget Carriers.  Basically, use these as outposts.  Choke points can
also be defeated.  This is espescially easy with Zerg.  Their Guardians can
take out the ground forces from a far enough distance away.  Send in about 5
Siege Tanks in Siege mode backed up with Valkyries.  For Protoss mind 
control a
heavy flying unit and send in some Reavers.

Build Order - If you've done strategies a lot you should not rely strictly 
on
build orders so much cause over time the enemy will know you're strategies 
and
counter them.  Also, you never know if the situation will be different and 
they
actually attack before you are ready.  Try to do long strategies with a sort 
of
freestyle.  Since I don't know what map you are using, if it is a short 
build
order, it is better to do it freestyle.

How to win long money map games - This strategy has almost never failed me 
since money maps dont take much skill to win at.  It is
the most effective long game strategy ever!  First off, build TONS of 
workers,
usually through multiple Nexus/CC/Hatcheries.  Second, build tons of 
buildings
that pump your units.  Third, upgrade.  While attacking, an important 
strategy:
NEVER STOP!  Pausing between attacks allows better defense to be built.  Say 
I
was Goon rushing.  I send my forces and they do a good amount of damage 
before
wiped out.  If I sent back-up, the reinforcements would keep the army alive
longer, allowing more time to build more reinforcements.  Keep at it and you
will win (most likely).  I have seen a Zerg player max out on fully upgraded
hydras, with at least 20 Hatcheries.  He basically sent a maxed out swarm 
wiped
out that player.  He then moved the swarm to the next enemy and started 
taking
him out when he finally took care of the attack.  In minutes, he sent 
another
maxed out swarm.  He was gone.  The point is, building around 60 workers 
allows
for non-stop production, allowing you to build tons of unit pumpers, meaning
maxed out population every wave.  Having 100 workers means you can pump out
non-stop Dragoons out of 40 Gateways and probably wipe out 4 players.  
Although
I only recommend 60-70.

Don't Be Scared - When Attacking with, say, Guardians and you see a Wraith 
come
in stay there.  Keep attacking!  You'll do greater damage if you continue!  
If
you decide to run say good-bye to that rush.  It's best to scare, also, 
instead
of being scared.  What I mean is, attacking with your only Scout can 
convince
your opponent you are going air and will get Valkyries/Corsairs/Devourers.
Then just finish him off with Dark Templars!

Attacking buildings - With structures like Photon Cannons, Sunken/Spore
Colonies and bunkers, a lot of people will mass produce them for protection
without units.  The biggest problem with these is that they can't move, 
making
them an easy target for Disruption Web, long-range units, or if the building
specifically attacks ground or air only, use the opposite.  I swear I see
people all over who build about 40 Sunkens (with no Spores) or 40 Cannons.
Then I see one Siege Mode tank take them out.  An experienced player would 
use
attack buildings mixed with units.  A nuke in the center of a group of these
buildings is probably enough, use Tanks, or Yamato Gun them.  With Zerg, use
Guardians.  With Protoss use Reavers, or use Carriers (AI really only 
attacks
Interceptors).  Use them along with units.  If I were playing a human I 
would
only put up about 4 to 5 Sunken Colonies/Photon Cannons at most for early 
rush
protection.  Sometimes after a rush attack, the human may rely mainly on 
air.
So then I would build some Spores about 8 all around and about 2 more 
sunkens.
All together about 4 or 5 Photon Cannons (they have air and ground and not 
as
much life as the colonies).  I would also build up on units.  If I was 
fighting
computer, I would put up some more because they repeatidly perform the same
rushes over and over until they get higher in the Tech Tree.  The Terran
Bunkers, now they are the best attack building.  If someone's hitting you 
long
range you can get out and attack them.  Also, you can repair these buildings 
so
they don't go down so easily.

Parasite Detected - If you find a parasite on a unit, immediatly send it
attacking.  A parasite can mean the downfall of your base.  They can watch 
your
every move, prepare for an attack, and find a flaw in your defense (yet, so 
can
map hackers >:|).  Don't worry if computer casts it on you as they can see 
the
whole map anyway, so it's basically useless.  If you hide a unit in a bunker
then you are fine.  Medics can also use Restoration.

Upgrades - Attack speed upgrades are usually the best.  Certainly better 
than
attack or defense.  With capacity upgrades, you should always get them 
first.

Don't Be Dissin The Comps - I ask some people how many comps they can beat.
Most say that comps suck and they don't play against them.  Yet right after
they say that, the person declares a No Rush rule... (If you didn't get 
that,
comps will rush anytime they want).  Besides, Computers are hard when there 
are
a lot of them all against you.

Annoyance - In a very early game, you can send a worker by your enemies base
and start attacking his buildings.  Now, unless this person sends their SCVs 
to
kill the worker, that worker's gonna take out the building.  So the opponent
sends his workers after it.  Now, just run away!  His workers will follow.  
If
you go far enough it will tremoundously slow down their production.  When 
they
go back to working, start attacking again! :)

Super Annoyance - If you want to slow down their production a lot, move a
worker into his base and bulid a gas collector on his geyser!  They will 
spend
a while trying to take out the geyser with their workers!  While they're 
busy,
you could be building up a good rush.  This strategy is effective with all
races.  You can rush easier if you are Protoss and you do this trick.

==============================================================================
5. Multiplayer
==============================================================================
Multi player intro - I used to not use Battle.net much.  My computer was 
VERY
slow (66 mhz), but now I am using it often on a 400 mhz comp.!  My new name 
is
Dark_Kronikle or InTen$e_KroN.  My old record was around 30-10-40  Now I 
know what everyone's
thinking "I'm a dropper".  Not really.  36 of those disconnects were from
Gay-oh-hell (aol).  The rest were from trying new hacks which I dont use 
now.
You can challenge me anytime when I'm on Battle.net.  I don't play ladder 
games
for a few reasons.  One, the speed is so slow.  Two, I dont want to risk my 
damn 28.8 lines disconnecting on me.  Three, I am not the best player in the 
world or even close, so playing on ladder is a big risk, on my outlook, such 
as people see a 900 ladder score and see me as a loser yet in melee they 
only see the average 5 stars.

Records - When I see records like 400-30-50 I know that they always play 
ally
against computer or have a hack to always win.  The only reason I could ever
think of people joining a 7vs1 comp stomp game would be to gain wins.  I 
joined
like two of them just to get my ten wins to play ladder.  When I see records
like 110-10-200 I know they are hackers and always disconnect before they 
lose.  My friend online sambear has a 286-14-5 record and I know for a fact 
that he plays only against humans.  I also know that he doesn't like 
non-money maps, but will own anyone on a money map.  Someone I heard of 
(chanmanx I think was his name) has a record close to this 10000-20-210

Ladder Hall of Fame - I have seen people with over 500 wins and no losses or
disconnects.  This is... IMPOSSIBLE!  These people must be really bored
hackers/backstabbers/pansie rushers or comp stompers.

Strategies - Some of my losses are by trying new strategies.  Overall, I
benefited from those losses.  I learned what not to do next time.  
Eventually I
perfected those strategies and now I have new awesome strategies in my 
arsonal
instead of the same old capital ship rush or hydralisk rush.  I tried the
Cannon Rush for the first time and failed miserably.  He saw my Probe.  Now 
I
have mastered it!  I now know where to hide him, when to send him, and what 
to
build first.  I also learned the Arbiter Warp Attack, the Scout rush, the
Reaver Drop, the Hydralisk rush, Mutalisk rush, Ultralisk, Zerlgling rush, 
Nuke
rush (ghost rush), and the Tank Push.  What I'm trying to say is try new
strategies.  If someone knows how to counter your capital ship rush, your
screwed unless you know some different strats.

Multi-Player Messages - If alliances are to be set within the game say
something direct but not too mean to make him say no, just nicely be direct 
and
ask a tough lookin player for an alliance.  If they reject in a mean way, 
take
him out first.  If they say they are not sure, help them out.  If they say 
yes
but they sound fishy, don't rely on them much, they may be backstabbers, but 
if
they are very helpful and nice later on don't worry much about their 
loyalty.
If someone offers you alliance always accept.  Sometimes acting like a 
newbie
will be a good chance of winning!  Yeah, say something like "How do you get
those ships?" or "What do the colors on the map at the bottom mean?".  This 
may
work in 2 ways.  One, they will feel pity for you and slaken their defense, 
or
two they will bully you  and send in light swarms, and once they see you 
were
lying, kill that bastard!  The funniest and probably best use for messaging 
is
to get in a 2-vs-2 or 3-vs-3 game and set messaging to everyone.  Then get a
message to say "has left the game" and send.  If my name was Master5, what 
will
come up is "Master5: has left the game".  This rarely works.  It worked with 
my
friend a few times.  The opponent will most likely leave you alone now if 
you
don't make any activity.  Use this on big maps so they don't pass by you by
chance.  Set Messaging back to Allies.  Explain you were just taunting.  95% 
of the time this wont work.

True alliance - If all of your allies are playing Zerg or all your allies
aren't playing Zerg, you might want to start a base within his base.  If you
have two bases controlled by 2 people you should have a very good advantage 
as long as there is enough money to go around.
If you don't want to share then at least send in 1 worker in his base if you
get overrun, so you can start up a new base, making sharing a last resort.
Sharing should only be used on money maps (e.g. BGH).

Team - For games like Team Free-for-all or Team Melee or anything team.  You
must cooperate if you even want a chance at winning.  The fact that more 
than
one person controls a single base is hard.  One person can be a complete 
newbie who thinks hes god another can be an expert.  The expert will be 
building the base right, but not to the standards of the newbie and the 
newbie would try to fix it and fail miserably.  I recommend you be on the 
phone
with the person you are playing with.  If you can't then message a lot!  (if
you can).  Dont get me wrong, team games ROCK!!  You can have one person 
build
defense, one build offense, one build workers, and one do something else
releaving stress off you.  You can also do stuff the other player(s) forgot, 
or
fix a mistake you see.  You dont need to pause cause your ally can take 
over.
You can read about some of my team games in the Learning Center.  Although, 
I
often have problems, because I am teamed up with newbies.  That just plain
sucks when I hear the message "Not Enough Minerals" and they wait for enough 
to
build the attack unit instead of a few more workers.

Modifications - Don't distribute modified maps!  Just create games with the
real maps.  Big Game Hunters for example.  Many of the game creaters out 
there
use modified BGH maps.  Why would you need modified maps?  Because they give
50,000 minerals and gas instead of 20,000?  Ha!  That's lame!  20,000 should 
be
more than enough for at least 2 or 3 hours!  Not to mention, people spend 
hours
creating maps and thinking of new ideas and when people just backspace their
name and put in their own, that pisses me off.

Training - For all of you who have just begun starcraft and REALLY need 
training out there, I recommend you play a
2vs2comp games on random.  Watch your ally and see his strategies.  If he 
pulls
off some crazy kick ass chit (yes I know what I spelled) then ask him how he
did it and most likely he will tell.  I learned a good deal of my strats by
watching a person by the name of ComputerMaster.  I think that was his name.
He was the one who taught me the BattleCruiser rush, blocking your entance 
with
Supply Depots, and he told me if I want to train I should play games on 
Random
until I can win anytime with any race.  This was when i first began.  He 
most likely will not remember me.

Team Attacks - I talked with a guy who's 44-0 on lost temple 2v2 with his 
friend.  I asked him how, and he offered to game.  Me and Jon were playing 
vs. him and his friend.  Him and his ally both attacked Jon at the same time 
with a grueling M&M/Zealot/Goon combo.  Needless to say he was out.  Then I 
was stuck with the pressure of two people to deal with.  I took out one 
person but the other one took advantage of my attack force not being there 
and finished me off.

==============================================================================
6. Terran Units
==============================================================================
SCV - The strongest worker of the 3 races.  Still this is just a worker.  It
has the ability to repair which is different.

Marines - Longest range basic unit.  Since it can attack both air and 
ground,
these are actually ok.  If you are going to mass produce these in mid games,
research Stim Packs and have Medics backing the marines up.  Although, in a
one-on-one fight marines will lose against almost anything.

Firebats - I have found Firebats only work really good on Zerg and OK on
Protoss.  These also have Stim Packs.  When Zerglings or Zealots come in,
Firebats are your ace in the hole.  These guys have line splash damage.
Against heavy armor, these attacks are reduced to 4.

Medics - They are good with marine swarms.  They have 3 spells, Heal,
Restoration, and Optic Flare.  Heal is the most useful and used.  Heal
automatically heals any in range organic unit 2 life per 1 energy very fast
until they are completely healed.  Restoration restores status.  Optic Flare
makes the targeted unit have a sight range of 1 and makes them become blind.
If you ask me this is a lot more useful if you use it on a Spider Mine.
Usually Spider Mines unburrow and attack any unit in the range of about 3.  
Now
any non-melee unit can take out one of these before they explode on the 
enemy.
If you blind them, as soon as somewhat walks over them, then they explode.  
Put
Medics in the back line ready to heal.  Have your marines use Stim Packs.  
The
medics can heal them right after.

Ghosts - I only use them for their spells because, lets face it, the time it
takes to get ghosts, should be more than enough for all of your enemies 
units
to be heavy weights, reducing 10 attack down to 2.  1) Personnel Cloaking -
This is awesome!  You can sneak in a base invisible (assuming there is no
detectors).  2) Lockdown - This is the best strategy for Battle 
Cruiser/Carrier
swarm prevention.  It makes all non-biological units unable to do anything.
It's better than statis field in the fact that you can actually kill the 
unit
that is locked down.  3) Nuke - :-)  This is best used with the help of 
their
other 2 spells.  The nuke is the strongest attack in the game (500 damage) 
and
has the widest splash (about 6 spaces in every direction).  The only problem
with it is that nukes need the help of ghosts and they can only be created 1 
at
a time if you have only one Nuclear Silo.

***Ive recieved word from Supremal that the Nuke does either 500 Damage OR 
2/3 of the units health, whichever does more damage.  For instance a Command 
Center hit with a Nuke would be brought down to 500 instead of 1000.  Thanks 
Supremal***

Vultures - Use them as scouts or for base defense.  With defense, plant 
spider
mines around the outside of your base.  Spider Mines hit with an extremely
strong 125 splash damage.  Not only that, the mine chases you down.  When a
marine rush hits one of these, laugh.  Vultures do fair to be useful in the
beginning espescially against Terran, who mainly marine swarm.  20 Vulture
Damage against light weight could be very useful.

Siege Tanks - These are the bomb!  This is the long range unit for the 
Terran
and when in Siege mode the longest attack unit in the game!  Their attack 
range
(13) is farther than their sight (12)!  Put them in Siege mode and they are
unstoppable (almost)!  They are awesome in base defense with their long 
range,
splash damage, and powerful blasts.  In offense, back them up with Goliaths 
and
you got a nice team.  Siege Tanks are, however, easily destroyed alone.  An 
air
unit could easily take one out alone or a quick Zealot or Zergling 
(something
that attacks close up).

Goliaths - Use them for air defense.  Ground attack is a little too slow for
me.  A deadly combo are Goliaths backed up by Siege Tanks in the mode.  
Upgrade
the Goliath's air attack and they can attack air from range as far as the
Guardians'.

Wraith - These would be a much better unit if there were no detectors
(obviously).  Their air-to-air attack is great but their ground attack... 
well
it's not so good.  Use their cloaking to defend your base if someone 
foolishly
didn't add a detector in their swarm.  Cloaking doesn't do much against
mid/late Terran computer or any Zerg.  The Terran computer uses the Comsat
Station and the Zerg have that Overlord (very easy target for picking :]), 
not to mention Protoss have lots of
Observers.

Dropship - Simply a transport.  Nothing special about it.  This is the only
transport where speed can't be upgraded.  For strategies with it, defensive
matrix it, if you are going for a drop.

Science Vessel - A detector and spell caster makes a great combo.  They have 
3
spells: Defensive Matrix, EMP Shockwave, and Irradiate.  1.  Defensive 
Matrix -
This is awesome.  The Vessel comes with this, and it makes any unit used on,
have a shield that will prevent against damage lower than 260 (I don't know 
if
the shield can wear down)!  2. EMP Shockwave - Really only useful on the
Protoss.  This drains shields and magic down to zero.  Use it on Archons, as
they are 97% Shields.  3. Irradiate - Only truly useful on Zerg.  Hit a 
swarm.
This damages the biological unit hit and every biological unit around it, 
along
with making the units go crazy and start running off somewhere.

Valkyrie - My favorite air-to-air unit.  Upgrade maximumly (air attack 
first).
25 of these fully upgraded can take out 100 bunched mutalisks not upgraded.
They hit about a 3x3 space.  Most Terran players never use these.  What a 
shame...

Battle Cruiser - The absolute best air unit in the game.  They are better 
than
Carriers, because they have the Yamato Gun and they fire a hell of a lot
faster!  These can take out Photon Cannons in one hit if you use the Yamato
Gun!  Scourges are almost useless against 12 Battle Cruisers, unless they 
are
heavily mass produced.  The only flaws with the Battle Cruiser is it is slow 
in
moving, EXPENSIVE, and is at the very end of the tech tree.

Command Center - My favorite basic starting building.  It has plentiful HP, 
makes SCVs, gives 10 supply (more than any other), repairable, has 2 
add-ons, and can liftoff.  The CC can add two additions to its side, a 
Nuclear Silo and a Comsat Station.  The Nuclear Silo is for making expensive 
(200 minerals 200 gas 8 supply) Nukes, but the cost is often worth it when 
you hit the right place.  Nukes MUST be fired from the Nuclear Silo, meaning 
if the Nuclear Silo is not there, no Nuke can be fired, even if one has 
already been built.  Comsat Stations are more used than Nuclear Silos, 
because with these you can scan any area of the map you want every 50 
seconds.  This scan also acts as a detector which is VERY helpful.  The 
comsat station is the best spy since it reveals a rather large area on the 
map for quite a while.  I strongly recommend you control group this add-on!

Barracks - This building makes all your infantry units, marines, medics, 
firebats, and ghosts.  This can liftoff and repair (i'm gonna stop saying 
this because it applies to all Terran buildings).

Supply Depot - These are used as a source for 9 more supply.  These can also 
be used as a cheap blockade.

Engineering Bay - This building gives access to missile turrets and is able 
to upgrade infantry weapons and armor with.  Many pros use these as scouts 
inside an enemy base.  Build it outside their base for a cheap 125 minerals 
and liftoff and move around their base.  They'll survive awhile because of 
their high life, and you'll get to see what the enemy has.

Missile Turret - A very fast, very cheap anti air building.  This also 
serves as a detector.  All in all, a nice building to lay a few around your 
base.

Bunker - Hide up to 4 infantry units inside this sturdy building.  If the 
conditions allow it, the units able to attack hiding in the bunker will 
attack.

Refinery - Gas Collector for Terran.

Academy - A building that unlocks Comsat Station, Firebats, Medics, and 
eventually Ghosts.  You can upgrade Marine bullet range and the Stim Packs 
(recommended).  Stim packs are awesome!  I suggest you upgrade them and 
throw in some Medics for a strong combo.

Factory - This is where most Lost Temple Terran players build their units.  
The Factory homes the ultra-fast Vulture, the extremely strong Tank, and the 
multi-purpose (mainly air defense tho) Goliath.  These 3 units make up an 
incredibly strong team with spider mines thrown in.  The Factory has a 
Machine Shop add-on that can be built immediatly.  The machine shop 
researches and upgrades many things such as Spider Mines, Siege Mode, 
Vulture Speed, and Goliath air attack range.

Starport - This is where the air units for Terran pop out of!  In here you 
can make the versatile stealth fighter Wraiths, the dropship, the 
non-attacking but useful spell-carrying Science Vessel, the air-to-air 
fighter Valkyries, and the Terran capital ship the Battlecruiser!  A 
Starport adds on to research Cloak for Wraiths and increase the Wraith 
energy capacity.

Science Facility - The Terran Science Facility unlocks the Science Vessel, 2 
of the Science Vessel's abilities, and an upgrade to the Science Vessel 
energy supply.  You can add-on a Physics Lab or a Covert Ops.  The Physics 
Lab opens the door to the strongest Terran unit, the capital ship 
Battlecruiser.  In the Physics Lab you can upgrade the BC energy stroage 
maximum and the Yamato Gun.  The Covert Ops opens the door to the most 
devistating attack in Starcraft... the nuke... well actually it unlocks the 
Ghost and 4 upgrades for him.  The upgrades are cloaking, lockdown, maximum 
energy storage increase, and sight increase.

==============================================================================
7. Zerg Units
==============================================================================
Larva - These are the core of the Zerg.  If you have the right buildings, 
these
can morph into any Zerg unit available (except for ones that must evolve 
e.g.
Lurkers, Guardians)!

Drone - The basic worker.  Relies on mutating itself into a building,
sacrificing it.

Overlord - A pretty good non-attacking unit if ya ask me!  It is the only
supply holder that can actually move.  Not only that, they are detectors 
too!
So you start the game off with a detector and a flying scout!  Use them in 
the
beginning of the game as a scout (if the map is not too big).  These guys 
are
also your transport.  If you are getting the crap beat out of you by 
someone,
use your Overlord to pick up some Drones and move to an allies base or a 
safe
spot in the map.  Overlords are however the slowest air unit in the game and 
if
not upgraded, the slowest unit in the game.

Zergling - The quickest attacking ground unit in the game.  They are very 
fast
and for 50 minerals, 2 are produced making it very cheap.  Fully upgrade 
these,
and they can take out units and buildings extremely fast.  These are great 
in
mass swarms, when defending against tanks or when using Dark Swarm.  
Zerglings
can burrow.

Hydralisk - These are pretty damn good.  Hydralisks are the most versatile 
unit
in the game.  They can attack air and ground quite fast, they can burrow, 
they
have nice HP and decent damage with a nice 75 mineral and 25 gas cost.  
These
get destroyed quite quickly alone.  Unless you mass produce these by the 30s 
or
more, don't rely on them so much for late attacking.

Lurker - These are awesome!  These are perminently cloaked when burrowed (of
course, all units are cloaked while burrowed).  They can use the hydralisk
range upgrade to their advantage.  They are very strong.  They come with
burrow.  They are the Lurkers, the burrowed, portable sunken colony! (sorta)

Mutalisk - Weakest air unit (besides interceptors).  If I were to only use
these units, I wouldn't even think of trying to win a long game with less 
than
40 of these unupgraded.  Use these as worker hunters or produce these by the
50s and swarm!  Even though these are the weakest air units, they are still
pretty good mainly because of their speed and ability to attack mutiple 
targets
at once.  Early on they are very powerful.

Guardian - Ohh... yeah!!  These are awesome.  They are like a Siege Tank in
Siege Mode but airborne.  These are out of the range of all the attack
buildings, making them great on newbies (who only rely on attack buildings).
They have an attack of 20 (unupgraded) dealing some heavy damage.  The only
problem with these are that they don't have any air support.

Devourer - A cool air-to-air unit.  So slow in attacking, though.  They do 
have
a useful ability, their Spores slow down the enemy's firing rate down 1/8.  
The
coolest thing about this is that the spores on an enemy can build up, but 
are
not perminent.

Scourge - These are the best air-to-air unit in the game in my opinion.  
They
are produced in doubles for the cheap 25 minerals and 75 gas!  They are
excellent scouts.  Their damage is 110 without any upgrades!  Use these on
transports or Carriers.  These can wipe out Carriers fast!  Don't attack a
group of 6 Battle Cruisers or more with these unless you send them 10 or 
more.
Battle Cruiser attacks are much too fast for Scourges.  The big problem with
these, is that mass air units can take almost any number of these out, while
Valkyries can hit the whole batch.

Queen - OK spell caster.  They have 4 spells, Infest Command Center, Spawn
Broodlings, Parasite, and Ensnare.  Infest Command Center is very useful.  
You
can pump out some of the best ground units in the game, but if you destroyed
enough of their base to infest this, chances are their won't be much left to
destroy.  That's why you should secretly drop a defiler, Plague it a few 
times
and then infest it.  A nice feature about Infested Command Centers is that 
they
can liftoff!  So you can infest it then move it back to your base.  This can 
be
useful if you are allied with a Terran player and he allows you to infest 
his
Command Center.  Spawn Broodlings is an okay to good spell.  It turns 
targeted
organic ground unit into 2 broodlings (it works on tanks too!).  Use this on
heavy artillery (tanks, Ultralisks, or ) or on workers.  Parasite is a great
spell but is useless if it is spotted.  It lets you see everything that is 
in
the sight range of the targeted unit.  Ensnare is not that bad.  For every 
unit
it hits, it halves their speed and, more importantly, their attack speed.
Meaning that you can about halve the damage they do and double the time you
have to run away if you have to (thanks Psychic Prodigy).

Ultralisk - Good if used correctly.  With a price 200 minerals, 200 gas and 
6
supply, you'd think that they'd be great.  Somewhat.  They can't burrow, 
they
take too much time to make, they can only attack ground units, and they are 
fat
so they can't fit between gaps in yours or the enemies base.  If you plan on
maximumly upgrading them, then they are outstanding.  With life of 400 and
fully upgraded armor of 6, any damage 6 or under is reduced to 1 (haha
Carriers, Marines, Zerglings, Broodlings!).  Combined with a Dark Swarmed 
area,
they are awesome!  In a previous game, I made 5 of these fully upgraded, 
sent
them attacking only the enemy command center.  This was very late game so 
they
had a great defense.  They rushed in ignoring the air attacks, tanks, and
infantry and went straight in and destroyed the Command Center and all of 
the
workers before they got destroyed.

Defilers - These have great spells, Consume, Dark Swarm, and Plague.  
Consume
which destroys one of your ground units to gain 50 magic energy, and Plague
which brings life (Unit and Building) down, sometimes to 1 (if the life is 
low
enough), but this will never kill.  Hatch a few Zerglings and use Consume to
gain tons of energy.  Then use Plague on units or what is really cool, is 
use
Plague on Terran buildings.  Terran buildings in red gradually lose life, so 
if
you Plague the building to 1 life, it will destroy itself in one second.  
Dark
Swarm makes long-range attacks in the orange area useless, making Zerg 
rushes
very useful.  The Dark Swarm will only work if there are ground units in it.
Dark Swarm does not work on buildings hit from the air.  Also, siege tanks
shoot right through it. Reavers hit because scarabs are short range (thanks
Psychic Prodigy).  Ultralisks with a Dark Swarm is extremely powerful same 
with
Zerglings.

Infested Terran - These are some of the best ground units in StarCraft.  
They
attack with as much damage as a Nuke!  They are fast.  They regenerate life.
They can burrow.  The only things I don't like about them are that they can
only attack ground and you must infest a command center to get them.

Broodling - Worst unit in the game.  They have the worst attack, lowest 
life,
and they eventually run out of life even if they don't get attacked.  The 
only
good part about them is if you Spawn Broodling it destroys the unit and 
makes 2
Broodlings.  Spawn Broodlings on a group of sieged tanks for some mayhem.  
Or
use it on workers.

==============================================================================
8. Protoss Units
==============================================================================
Drone - Average worker.  These, however, can build multiple buildings at the
same time.

Zealot - Strongest basic attack unit in the game.  These are about as good 
as a
Firebat strength wise.  But, Zealots are better than Firebats because they
don't need gas, have shields and are a bit stronger.  These are awesome with
the speed upgrade!

Dragoon - These are popular among protoss players in mass numbers.  Why not?
They have lots of life, good attack air and ground support.  They are like
portable Photon Cannons with more life.  These are espescially good as heavy
aircraft destroyers.  4 of these can take out a Carrier or Battle Cruiser 
(I'm
pretty sure).  Upgrade their range and they become a lot more useful.

High Templar - My favorite spell user!  These have 3 awesome spells, Psionic
Storm, Hallucination, and Summon Archon.  Psionic Storm, the swarm stopper.
This spell is incredible!  For only 75 energy you attack a 3 by 3 space with
127 damage quite quickly!  Hallucination creates two duplicates of the 
targeted
unit.  The duplicates only look different to you, with a blueish shadow.  
What
your opponent sees looks exactly like the real unit.  They eventually lose
power and get destroyed.  All normal attacks do double damage on
hallucinations.  Hallucinations will attack but they will never deal any
damage.  This is good to scare your opponent.  Send in about 50 
(hallucinated)
Carriers and it might just scare him to quit.  Or, use on Shuttles.  Make 
about
11 duplicates of these and put the real one in the middle.  Drop it in his
base.  You can do this with Arbiters and Recall.  You can also make tons of
hallucinated Probes to go into an open spot on the map, making sure your
opponent sees you.  Your opponent will most likely follow a group of Probes
with some Wraiths, Scouts, or Mutalisks.  Now, while some of his fleet is
attacking hallucinations, send in an attack swarm.  Hallucinations are
definetly a Pro choice.  Hallucintated Armies along with real armies really 
can
confuse your enemies and give you a major advantage.  The third spell is 
Summon
Archon.  This is good if you are in mid battle and your Templars have run 
out
of magic.  Turn your non-attackers into killer ground and air attacking 
units.

Dark Templar - One of my favorite ground units!  This is the true assassin 
of
StarCraft.  They are perminently cloaked and they attack with 40 damage
unupgraded!  They do have a few features I don't like about them.  Their
attacks are melee.  They have only ground attacks.  They require a lot of
structures before you can begin construction of them.  They are practically
useless on Zerg, as their detectors are flying.

Dark Archon - My second favorite spell caster.  They have 3 spells, Mind
Control, Maelstrom, and Feedback, but only 1 of them make them the most 
feared
unit in the game, Mind Control.  Instead of killing a unit, you actually 
make
him join your fleets.  Use this on an Arbiter supporting a gigantic fleet, a
different race worker, or any vital unit your opponent has.  If you use it 
on
an Arbiter all the fleets will be uncloaked.  The fleet will now worry about
the Arbiter and take it out, buying you time to either run or attack them.  
If
you Mind Control a worker of a different race, you can actually start up a 
new
base of a different race.  Imagine having a fleet of Carriers, Battle 
Cruisers,
and Guardians!  Use this on a transport to gain everything that's inside the
transport.  Maelstrom freezes an area of biological units for about 5 
seconds.
Use this on Zerg, as all of their units are biological.  Feedback is quite
deadly.  It drains all energy down to zero and uses the amount of magic the
target had as damage inflicted upon them.  On science vessels or Wraiths,
feedback will most likely kill them.  This hits only 1 unit at a time 
(thanks
Psychic Prodigy).

Archon - One of the best ground units ever!  These have ground and air 
attack
of 30!  Mass production is not recommended.  Recall these units and you have 
an
awesome attack.  These are great melee unit killers.  Watch out for the EMP
Shockwave.  If you get hit you're screwed!

Shuttle - Just a transport.  With the speed upgrade, they are the fastest
transport.

Reaver - Yeah!  These are killer!  These are also the best droppers in the
game!  They have a 100 damage that splashes almost 3 spaces!  With a good
number (4+) of Reavers, it only takes a few scarabs to wipe out all of your
opponent's workers.  These do have a few problems though.  They can only 
attack
on their elevation and can't attack over water, they are slowest unit in
StarCraft (besides an unupgraded Overlord), they can't attack air, and they
require you to build ammo.  These should be used with Shuttles unless you 
want
to be there waiting an hour.  They are the slowest ground unit in the game!

Observer - The best spies in the game!  They are perminently cloaked, they 
fly,
they are detectors and they are fast (upgraded)!  These should be your 
primary
scout/spy and detector.

Scout - Pretty damn good flying unit.  This is the fastest basic flying unit
(Mutalisk, Wraith, Scout) and the strongest.  Even though these can't cloak,
they are still awesome.  If you have over 40 of these in the sky you will 
most
likely win.  Bring an observer and Arbiter and you have a wicked army.

Corsair - Pretty good air-to-air flyer.  Even though their attack is 5, they
are very fast.  In fact, I think they are the fastest attackers.  They have 
a
spell called Disruption Web.  This is pretty useless on units unless you run
away right after.  It freezes all ground units' weapons in the web and
buildings' weapon system.  The unit can however walk out of the web and
continue normally.  These should only be used on attacking buildings.
Attacking bulidings will be useless for a long time.

Carrier - Capital Ship.  Above average heavy air fighter.  The problem with
this is that they are slow and have to launch Interceptors which you must
build.  Once you get Carriers available, then you (should) upgrade the
capacity.  As soon as you get the most expensive unit in StarCraft online, 
they
are useless.  You have to buy 200 minerals worth of interceptors to fully
maximize the Carrier's strength.  If you have less than 6 then they are
practically useless.  Say you have a Carrier filled with 8 Interceptors and 
you
want to attack.  You send him in and then you click on an enemy unit to see
what upgrades they have.  You see their armor strength at 6 (an upgraded
Ultralisk for example).  You launch your Interceptors and all of them hit 
with
their 6 damage.  6 damage for all 8 Interceptors makes forty-eight damage
right?  Wrong the armor reduces all unupgraded Interceptor attacks to 1, so 
all
your Interceptors deal 8 damage total.  A Zergling can only be upgraded to 3
armor, so it would take 2 rounds of 8 Interceptors to take out one measly
Zergling!

Arbiter - A must for almost any late game Protoss swarm!  These are the best
support units.  Arbiters have 3 abilities, Recall, Statis Field, and they 
can
cloak all of your units I think 5 spaces away.  Recall warps a group right 
next
to your Arbiter.  Sneak your Arbiter into the enemy base and then Recall an
army (that should at least consist of about 4 Reavers and tons of other 
units)
and you have all of your army cloaked inside the enemy base!  Statis Field 
can
be good depending on who you use it on.  It freezes a group of units for a
little bit.  These units can't be hurt, can't move, and can't attack.  Use 
it
on some attacking Carriers or Battle Cruiesers to stop them, then charge up
some magic and kill them.  If you are attacking and you see some group of 
units
you know you can't take out (about 80 Hydras), statis field a bunch so less 
are
attacking you at the same time.  Or use it on workers to severely slow down
mineral production.  Lockdown can be better except it only attacks one
mechanical unit.  Their ability to cloak all units within 5 spaces away 
rocks!
Send in a couple Arbiters with a massive Carrier fleet and you have a nice
cloaked army.  Then recall an army.

==============================================================================
9. How to win
==============================================================================
Let's start off basic.  The goal is to destroy your opponent's buildings.  
There are thousands of ways this can be achieved.

The way to do it is with money.  Money is the biggest factor to winning.  
When you start off send all your workers to the same mineral patch, build a 
worker, then seperate the workers.  Do this everytime you begin.  This make 
take some practice but it will help early on.

As time passes you'll need to build an expansion (your due for an expansion 
if any of your mineral deposits reach lower than 600 minerals).  I usually 
try to expand really early to get some quick money, but that leaves my base 
vulnerable early on.  A pro WILL take advantage of this.

Now lets say you've got a good money flow going.  Now we're in another 
situation.  Spending all of it.  This is a major flaw I see in players now.  
They have over one thousand minerals and yet dont spend it.  Say you have 
LOTS of minerals and gas and your toss.  You'll need a force that requires 
both minerals and gas.  If you're toss you can throw up an 
Archon/Zealot/Dragoon army.  That is a very powerful mix of range, speed, 
power, and it should be within your budjet if you have alot of minerals and 
gas, then your min and gas flow should go down pretty much equally.  If 
you're terran you can use units that require similiar amounts of gas and 
minerals such as Wraiths, Goliaths, and Tanks, throwing in the occasional 
science vessel to even things out.  Zerg tend to use 
Guardian/Devourer/Mutalisk swarms which will bring down your money flow 
equally or you can go with Zergling/Lurker/Hydralisk combos.

Now let's say you have good defense and good money flow.  Next step, expand 
again.  Take as many expansions as you can but be sure to have them guarded. 
  Take first expansion and your money flow will come in twice as fast.  Take 
the next one and youll be getting even more.  With all this money you could 
take every expansion on the map... well thats not really a bad idea.  Your 
opponent will probably only have 2 expansions by the time you finish off the 
map.  Note: Trying to take all expansions is not a good idea unless you have 
your opponent contained.

Now with your rich money flow find out we're up the the dilema again on what 
to spend it on.  Tip:  Combos work better than using lots of 1 unit.  Now 
we're in a whole different situation on spending money.  If you spend all 
your money on Zealots/Archons/Goons and you see the enemy going mega mass 
tanks... you're screwed!  So instead find out through anyway possible what 
your enemy is building.  I know from experience that when I'm protoss on 
lost temple and am fighting a Terran opponent chances are hes got too many 
tanks to go in through ground so I resort to the only decent air to ground 
unit, the Carrier.  But Wraiths finish em off easy right?  Not with corsairs 
and observers thrown into the mix.  So they see this and immediatly tech 
into mass goliaths, giving your archons/zealots/dragoons a use once more :).

Keeping an eye on your opponent at all times gives you a huge advantage!  If 
you see your opponent loading units into transports kill the transports on 
the way.  Try keeping at least one unit on each possible expansion.  That 
way whenever they expand you'll know and can immediatly take care of the 
expansion.  Another thing, never have an idle worker.  That worker could be 
doing something productive instead of waiting such as mining or building.

Next thing I would like to talk about are walls.  A terran player early on 
will usually wall in allowing no melee units access.  This is great if you 
use a Barracks instead of all supply depots because if you use a Barracks 
you can liftoff and get out as soon as you want.  Although walls are 
vulnerable early on before tanks come out to ranged units.  I once built a 
wall and a marine came by and started to clobber my supply depot (of course 
I repaired...).  A 10 Siege tank, 3 Bunker, 10 Turret wall is almost 
unbreakable yet if you wall in that much you tend to lose in the money war 
because your opponent probably has expanded a thousand times already.

Counters are another big thing.  Lets say you have that "unbeatable" hydra 
swarm.  If you see your opponent is going reavers, then dont be stubborn.  
Change your strat because Reavers will run through Hydras.  Instead, say go 
Guard, Devo.

Next topic, outposts.  This is very annoying when done to you.  Imagine 
you're building up and getting ready for an exp.  Well you move your worker 
to meet 10 Cannons, zealots, goons and even reavers inside your base!  They 
move in your done.  Well letting this happen in the first place is quite 
stupid but it happens every now and then.  If you're gonna try it, try it in 
a spot where they most likely wont look.  Terran tend to do this alot and it 
is VERY hard to stop.  They will sneak an SCV outside your base and build 2 
bunkers and fill them with marines, then put mass tanks, some goliaths, and 
some turrets around the bunkers.  Now these are annoying as %#@$ if you dont 
know what to do.  Goliath, bunker, tank, turret combo is almost unbreakable, 
but it is still breakable.  Carriers and Guardians in fact can take out 
goliaths if the Carriers and Guardians have the height advantage.  Lots of 
zealots and cracklings will also serve you well IF YOU DONT ATTACK IN A LINE 
and use spells!

This is a huge problem I see now.  People have 10 hatcheries pumping out 
mass cracklings non stop sending them in a line to the enemy base 
immediatly.  Now think about this.  1 Zergling over again and again.  If the 
people have almost any defense, the lings wont even get a chance to hit.  
Now lets group them up and attack.  OH MY GOSH HERE COMES 60 CRACKLINGS 
CHARGING AT ME!  Hehe, that has a better reaction than HAHAHAHA YOU STUPID 
NEWBIE!

With that terran outpost, I come to another point, spells.  Using the right 
spells you can conquer almost any situation.  Zerg - Spawn Broodling on a 
few tanks to weaken the area then Dark Swarm + Zergling charge the area.  
Terran - Lockdown the tanks, and put up a few of your own.  Protoss - 
Disruption web the outpost and hit em with goons or create a few 
hallucinations of zealots and let them take the fire while the real 20 
zealots finish off the opponents, or send a few distractions to take tank 
fire and sneak in your Templars and Psi Storm.  Probably the best tip is to 
practice.  If you want to become good then play alot.  See what you did or 
didnt do or how you died and what you could have done to prevent it.

Goodluck!

==============================================================================
10. Terran Strategies
==============================================================================




NOTE: RUSHES ARE NOT FULL!  DONT COMPLAIN THEY ARE THERE TO GIVE YOU A START




Mass production - If someone does not use this strategy they are sad.  
Simply
put, build more producing structures if you are going to mass produce!  If 
you
are going all out marines, build up about 6-10 Barracks.

Nuke Prevention - Cast Defensive Matrix on your cruisers to reduce their 
lives
only by about half.  Postition detectors (Turrets, Vessels, Comsats) all 
around
your base.  Once you detect then destroy!  Or run if you have no detectors 
and
you see the flashing red light.  If it is a building that can liftoff, move 
it
as close as the enemy base as possible.

               ***************************************
SCV Rush - On a computer opponent this will always win if you have perfected
it.  Practice this a lot!  Completely useless if not used at the very 
beginning
of the game, on a small map, and know where your opponent is:

-Build one SCV
-Send 3 SCVs in and start attacking an enemy worker so the AI will react and
send every unit attacking.
-Start mining with the 4th
-When you have enough money build the 5th SCV
-Have the forth mine
-Use the 5th SCV to repair
-Run all your SCVs back to your base (The computer will follow!)
-If you have enough minerals make another SCV and send the mining one 
helping
out the attack

Once the workers are down send them in and take out their main structure.
Don't worry about more workers.  If you did this quick enough they won't 
have
enough minerals to make any!

COUNTERING - Choose a larger map.  Nothing more to really say.  This is 
almost
impossible to counter espescially on a small map.
               ***************************************


Marine Rush - This is a rush!  This is to be used at the beginning of the 
game.
Anytime after is pratically useless.  This is different from the Marine 
Drop.
-Build fifth SCV
-Gather with four other SCVs
-Gather with fifth SCV
-Build sixth SCV
-Build seventh SCV
-Gather with sixth SCV
-Gather with seventh SCV & build first Barracks
-Build eight SCV & build first Supply Depot
-Train first and second marine
-Send 1st Marine scouting if you don't know where your opponent is located
-Train third marine & build second Barracks
-Start Marine pumping and attack!

COUNTERING - Zerg should easily be able to counter this as they should have 
a
stronger force (more Zerglings).  Terrans can stay at their base and wait 
for
the rush with an army of their own Marines.  While the enemy is attacking 
you
can be producing more Marines giving you the advantage.  Or use the SCV 
rush.
With Protoss it's a little more tricky.  You might want to send in a Probe 
into
your enemies base and have him hit the enemy's workers to make them follow 
you.
Keep doing this and you will have a major speed advantage.  Cannon Rush also
is faster than Marine Rush.

Marine Drop - This is not the marine rush.  Use this in medium length games.
- Send SCVs mining
- Build 4 more SCVs
- Have SCV 8 build a supply depot
- Build 2 more SCVs
- Once SD done build barracks
- SCV 10 build refinery
- Build 3 SCVs
- Send 2 of them to the Refinery and the third to making another supply 
depot
- Build 1 SCV.  Send him to work on Factory
- Barracks should now be done
- Have SCV 8 (finished barracks) build bunker
- Train 5 marines
- Add a machine shop to the factory and have that SCV build a starport
- Build 3 SCVs
- 1st SCV builds barracks
- 2nd builds academy
- 3rd builds barracks
- Control Tower on Starport
- Pump out lots of marines and six medics
- Build 3 dropships each filled with 6 marines and two medics
- Drop into open spot in enemy base
This trick works very well on human opponent long games.  Don't try it on
computer, as they will have already attacked by then.

COUNTERING - With Zerg, attack early to corrupt his production.  You could 
also
build tons of Spores guarding your parimeter.  Lurkers burrowed are probably
your best bet.  With Terran a nice thick row of Turrets can block off the
attack or you might be able to lockdown the Dropships and then take em out.  
If
they land you should have cloaked Wraiths or a bunch of bunkers filled with
Marines and Firebats.  Protoss should be easier.  A simple Psionic Storm is
enough or a few Reavers should do the trick.

Psychic Prodigy's Marine/Med/Bat Kill - This is VERY good.  Psychic Prodigy 
actually beat me with this.
-7th SCV supply depot, barrax, supply depot, gather
-12th SCV barrax, refinery, gather
-14th SCV barrax, academy, gather
-15th SCV supply depot, supply depot, supply depot, gather
-upgrade stim w/academy
-make groups of 9 marines/3 meds, thro in Fbats as needed

Ghost Rush - Don't even think this rush is for attacking only!  This is
mid-late game.  Use this for a nice early nuke along with a cloaked (weak)
attack.
-Build fifth SCV
-Gather with four other SCVs
-Gather with fifth SCV
-Build sixth SCV
-Build seventh SCV
-Gather with sixth SCV
-Gather with seventh SCV & build first Barracks
-Build eight SCV & build first Supply Depot
-Build Refinery & build Academy
-Build ninth and tenth SCV
-Gather with ninth and tenth SCV
-Build eleventh and twelfth SCV
-Gather gas with eleventh and twelfth SCV
-Build second Supply Depot & build Factory
-Build thirteenth and fourteenth SCV
-Gather with thirteenth SCV
-Gather gas with fourteenth SCV & build Starport
-Train first and second marine & build Bunker
-Train third and fourth marine & build Science Facility
-Enter marines into Bunker & build second Bunker
-Train fifth and sixth marine & build Covert Ops
-Train seventh and eight marine & build third Supply Depot
-Upgrade Personnel Cloaking & build Nuclear Silo
-Enter marines into Bunker & train first ghost
-Arm Nuclear Silo & upgrade Ocular Implants
Use the nuke to take out detectors or important structures or units, and 
then
send in the Ghost cloaked to make an attack.

COUNTERING - This is a difficult rush to defend against espescially if you 
have
no detectors.  Your best bet would be to attack before your opponent is 
ready.
If you are defending, Zerg have Overlords which should make detecting easy.
Then it's up to you how you want to kill them.  Terrans have the worst
detectors.  If you have a Science Vessel you can decloak and use EMP 
Shockwave
but they are vulnerable to lockdown.  If not then put a turret at the front 
of
your base.  When the ghost comes by to nuke it you'll be glad to know he 
wasted
a nuke on a single Missile Turret.  With Protoss, an Observer is enough to
detect, then just kill the bastard (be sure to do it when he summons the 
nuke,
so when you kill him the Nuke will go too).  If you have no Observers, just
wait for the speech "Nuclear Launch Detected", then look for the red dot and
cast a psionic storm next to it.  The Psionic Storm can hit cloaked units.

The 7 Minute Nuke Rush! - A rush to nuke an opponent in 7 minutes.  Although
this has one flaw.  Your base has no defense at all when you do this.  Take
note on how many SCVs I tell you to build.  In the end you should have 8 
total
SCVs.  After the Nuke I strongly suggest get up some defense, more SCVs, and
another Nuke.
-Bulid fifth SCV
-Gather with four other SCVs
-Gather with fifth SCV
-Build Barracks
-While Barracks is building, build Refinery
-Build 2 more SCVs to work in the refinery so you have total 3 SCVs in the
Refinery
-Build Factory
-Build StarPort and Supply Depot
-Buld Science Vessel and Academy
-Add Nuclear Silo and Covert Ops
-Upgrade Cloaking
-Arm Nuke
At this point you can either nuke the enemy base or you can build a supply
depot, and Control Tower and get up a dropship to do a drop nuke.

COUNTERING - Not so hard to counter if you have anything that can attack.  
If
you attack first he is dead, or after the nuke, you can attack and he is 
dead.
This strategy only works against people who are scared to fight.

Vulture Rush - Use this in mid games.  Best used as a worker hunt.
-Build fifth SCV
-Gather with four other SCVs
-Gather with fifth SCV
-Build sixth SCV
-Build seventh SCV
-Gather with sixth SCV
-Bather with seventh SCV & build first Barracks
-Build eight SCV & build first Supply Depot
-Build Refinery
-Build ninth and tenth SCV
-Gather with ninth and tenth SCV
-Build eleventh and twelfth SCV
-Gather gas with eleventh and twelfth SCV & build Factory
-Build second Supply Depot & build second Factory
-Build first vulture & build Machine Shop
-Build second and third vulture & research Spider Mines
-Build fourth and fifth vulture & build third Factory
-Build third Supply Depot & research Ion Thrusters
-Build sixth, seventh, and eight vulture & plant spider mines

COUNTERING - A few Lurkers or air units is enough for Zerg.  Terrans can set
spidermines at the front of their base or get a Wraith.  Protoss can easily
take out Vultures with almost any unit.

Siege Tank Rush - Use in mid-long games.
-Build fifth SCV
-Gather with four other SCVs
-Gather with fifth SCV
-Build sixth SCV
-Build seventh SCV
-Gather with sixth SCV
-Gather with seventh SCV & build first Barracks
-Build a Marine and scout.  Kill him after he's done.
-Build eight SCV & build first Supply Depot
-Build Refinery
-Build ninth and tenth SCV
-Gather with ninth and tenth SCV
-Build eleventh and twelfth SCV
-Gather gas with eleventh and twelfth SCV & build Factory
-Build second Supply Depot & build second Factory
-Build first Machine Shop
-Research Siege Tech & build first siege tank
-Build third Supply Depot & build second Machine Shop
-Build second and third siege tank
-Build forth and fifth siege tank

COUNTERING - This is a tough rush.  Try to get air units as soon as 
possible.
Lurkers, Dark Templars, and Ghosts do well.

Wraith Rush - Use in mid-long games.  Best used as a worker hunt
-Build fifth SCV
-Gather with four other SCVs
-Gather with fifth SCVBuild sixth SCV
-Build seventh SCV
-Gather with sixth SCV
-Gather with seventh SCV & build first Barracks
-Build eight SCV & build first Supply Depot
-Build Refinery
-Build ninth and tenth SCV
-Gather with ninth and tenth SCV
-Build eleventh and twelfth SCV
-Gather gas with eleventh and twelfth SCV & build Factory
-Build second Supply Depot
-Build thirteenth and fourteenth SCV
-Gather with thirteenth and fourteenth SCV
-Build first and second Starport
-Build third Supply Depot
-Build first wraith & build first Control Tower
-Send first Wraith scouting if needed
-Build second and third wraith & research Cloaking Field
-Build fourth and fifth wraith
-Build sixth and seventh wraith

COUNTERING - Detectors are big here.  Zerg have it easy with natural 
detectors.
Terrans should rely on Missile Turrets.  Protoss have Observers and cannons. 
  Also units that work good against air units (goliaths, dragoons, 
hydralisks) will do fine (with detection).

Depot Defense Trick - Very useful strategy.  A lot of people say "Oh, if I 
put
my supply depots blocking my entrance the computer will just destroy them!"
(newbies).  True, to some extent if you don't put any defense behind it!  
You
should put 2 supply depots BLOCKING your entrance to your base with a 
liftable Barracks (if
your scv gets trapped outside your base use him as a scout).  (Most 
important
part) Build a bunker or two behind them, filled with marines and put about 
two to
six siege tanks in siege mode next to the bunkers.  Last step, put 2 missile
turrets behind the supply depots to detect for any cloaked units (also helps
defend airborne wise).  This however doesn't work all the time.

Worker Hunt - Get about 1 tank, 3 dropships, and 3 science vessels.  Fill 
the
first Dropship with 4 Goliaths, the second with 5 marines, 2 medics and a 
ghost
with a nuke, and the third with 2 Siege Tanks.  Defense Matrix the three
Dropships and send in your tank (attack in Siege Mode).  This should keep 
him
busy for a few seconds.  At that time drop your units in the back of his 
base
(where the minerals are).  You could also drop a tank on a hill in the back 
of
the enemies base (Challenger) or use some cloaked Wraiths can do the job
against Terran.  There's usually no need for the nuke but, use it if you 
want for extra damage.

Big ship prevention - If they have no detectors simply cloak and destroy, 
use
Lockdown for help.  If the enemy is Protoss and they have a detector, it is
obviously an Observer.  Try to find it's outline and use your Comsat Station 
to
decloak it, then destroy it!  If it's Terran then it gets a little bit more
tricky.  Cloak a ghost and try to Lockdown the Science Vessel from far away.
Then cloak and destroy and use Lockdown to your advantage.  Wraiths are very
effective against capital ships.

Mass swarm prevention - About 10 Tanks in siege mode should do it.  Nuke 
front
of your base if you must.

Zealot Prevention - Block off your entrance with bunkers filled with 1 
Marine
and 3 Firebats.  Or don't even let it happen at all.  Rush in with 6 Marines
and you can probably take him out before they can do anything.  At least hit 
the pylon.

Super Early Air Prevention - To defend against those pesky early 
mutalisks/wraiths send a few marines to scout to first see if they are even 
doing it.  If they are, simply build turrets around your mineral line if 
they are terran, and do the same with Zerg, except with Zerg get some 
valkyries too.  After the valkyries are up you can own any air and if they 
are zerg, finish off their overlords :)

Tank Push Prevention - Simply put, put tanks in seigemode where the range 
reaches any other tanks coming in.  Easiest with this race.  Also, put 
firebats/medics around your tanks for protection against the tank killers.

ATTACK

Against Terran - Dropping Tanks and Goliaths work very well.  Putting
a siege Tank outside an enemy base backed up with Goliaths aint a bad idea.  
A
good strategy here is to send a bunch of cloaked Wraiths to target only the
Comsat Station and then take out the workers.  I will say, Nuking is easiest 
on
this race.  TvT is the most micro-intensive matchup as it requires much 
Dropship/Tank manuevers to win.  Cloaked Wraiths work wonder with control in 
this matchup.

Against Zerg - I would suggest get lots of science vessels with Irridate.  
Hehe...  Irridate two of your vessels and run them in the back of their 
base.  Watch the vessels take out ALL OF THEIR WORKERS!!  Outposting a 
Tank/Marine/Turret post outside their base works well while doing this.  
Marines and medics work WONDERS vs Zerg.  Marine/Medic/Tank/Turret outposts 
outside their base wins most all TvZ games.

Against Protoss - EMP Shockwave a group of bunched up enemies to make your 
attacks MUCH easier.  Terran vs Protoss makes Terran utilize factories to 
the max.  3 Factories pumping out non-stop Vultures with spider-mines and 
tanks with seige mode is great.  If protoss utilizes air, bring out the 
Goliaths.

DEFENSE

Against Terran - Throw up a turret or two around your base as Terran tend to 
drop and use Wraiths quite frequently vs Terran.  Know this, whenever you 
expand, the Terran player will most likely drop a tank onto your cliff to 
kill it.  Prepare adequitely.

Against Zerg - Lurkers, drops, and Guardians are your major concerns here.  
Get science vessels ASAP.  Turrets will do before Vessels can come up.

Against Protoss - Spider mines and tanks.  That's all you need vs most all 
of Protoss.  When carriers come, bring Goliaths.  Spread your spider mines 
apart.

==============================================================================
11. Zerg Strategies
==============================================================================




NOTE: RUSHES ARE NOT FULL!  DONT COMPLAIN THEY ARE THERE TO GIVE YOU A START





Build mutiple Hatchery/Hive/Lairs if you are going to mass produce.

If you are going for mass Zergling Hydralisk production try this: After
morphing in your ninth drone, you normally would not be able to morph 
another
one till you morph in your second overlord. But that is so untrue. Morph 
your
ninth drone into an Extractor to decrease your "supplies used" by one.  NOW
morph in your tenth drone, then CANCEL the creation of the Extractor. 
Proceed
as you normally would.

Zergling Rush - This is the most used rush in StarCraft b/c it is so easy.
Remember, this is useless in games other than rush games.
-Send Drones to minerals
-Hatch Drone and send mining
-Send Overlord as scout (not on big maps)
-Once 150 minerals start spawning pool
-Hatch 6th Drone to mine
-After Spawning pool pump out about 6 Zerglings
-While they attack, build 6 more Zerglings and send
If you can't master this then you are sad...

COUNTERING - No way to defend if you are Protoss on a small map except with 
Probes.  Zerg can
simply match the Zerglings with more and sunkens.  Terran can liftoff 
buildings
if they are in trouble.  You might be able to get in about 3 Marines when 
they
have their 6.  If that's the case wait while building more Marines.  SCVs 
can easily handle this threat though.

Hydralisk Rush - This is not as fast as the Zergling rush.  In fact, this 
will
probably take three times longer.
-Morph fifth drone
-Gather with four other drones
-Scout with overlord
-Gather with fifth drone
-Morph sixth, seventh, and eight drone
-Gather with sixth drone
-Morph Spawning Pool with seventh drone
-Gather with eight drone
-Morph ninth drone
-Morph Extractor with ninth drone
-Morph second overlord & morph tenth drone
-Scout with second overlord & morph eleventh and twelfth drone
-Gather gas with tenth, eleventh, and twelfth drone.
-Morph thirteenth and fourteenth drone
-Morph Hydralisk Den with thirteenth drone
-Morph second Hatchery with fourteenth drone
-Morph third overlord & morph first and second hydralisk
-Morph fifteenth Drone and have him turn into third Hatchery
-Have any extra Geysers?  Extract them with three drones
-Upgrade Hydralisk Range then Speed
-Morph 16-22 Drone and mine
-Morph fourth Overlord
-Pump out Hydralisks from all Hatcheries
-Everytime you have excess minerals (600+) build another Hatchery
-After you start pumpin 15 Hyrdalisks (5 Hatcheries) at a time, send each 
wave
by the thirties

COUNTERING - A very strong rush.  Zerg might be able to block off their
entrance with Lurkers.  Terran could block off their entrance with Supply
Depots and then back them up with Siege Tanks.  Dark Templars are
good, if they don't have Overlords in their attack, other than that
Reavers should do the trick.

Lurker Rush - Not to be used against Zerg.  Not to be used in early rush 
games
either.  This takes about 7 minutes.
-1st to 6th drones go to minerals
-7th does Spawning Pool
-Get an Overlord
-8th Drone transforms into Extractor
-Get 6 to 12 Zerglings for defense
-9th to 12th drones mine gas
-Get two more Drones and a Lair
-15th Drone makes Hydralisk Den
-Get a few Drones, about 6 Hydralisks, and evolve Lurker Aspect
-Turn 4 Hyrdralisks into Lurkers
-Evolve range for Hydralisks
-Attack!
Burrow in the longest range and the Terrans don't have a chance and most 
likely
the Protoss don't either.

COUNTERING - Zerg can easily counter with their Overlords.  Terran will have 
a
problem.  If you have a comsat station, that will probably be your best bet.
Protoss should try to get up an Observer ASAP or a cannon.  The Lurkers 
could easily burrow
and attack Turrets or Cannons without being detected.

Mutalisk Rush - Not for early rushes.  This is just a start.  Do whatever 
you
want after you follow these steps:
-Morph fifth drone
-Gather with four other drones
-Scout with overlord
-Gather with fifth drone
-Morph sixth, seventh, and eight drone
-Gather with sixth drone
-Morph Spawning Pool with seventh drone
-Gather with eight drone
-Morph ninth drone
-Morph Extractor with ninth drone
-Morph second overlord & morph tenth drone
-Scout with second overlord & morph eleventh and twelfth drone
-Gather gas with tenth, eleventh, and twelfth drone.
-Morph thirteenth and fourteenth drone
-Morph Lair from Hatchery
-Gather with thirteenth and fourteenth drone
-Morph second Hatchery with thirteenth drone
-Morph Spire with fourteenth drone
-Morph first three mutalisks
-Morph next three mutalisks
-Keep morphing until you think you have a strong enough force

COUNTERING - Zerg just can use Spores or Scourges.  Terrans should use 
Cloaked
Wraiths and Missile Turrets.  Protoss should use Cannons, Dragoons, or 
Scouts.

Guardian Rush - One of the coolest rushes.  This is best used against the
Protoss.  The Photon Cannons are no match for this long-range rush, basic
Zealot defense is nothing to this, Dragoons don't even have a great chance 
at
survival cause of the Guardian range.  Templars won't be able to get in 
close
enough to launch a storm.  This is also great on Terran and Zerg.  Only if 
the
enemy is going strictly air will this be a problem.
-Morph fifth drone
-Gather with four other drones
-Scout with overlord
-Gather with fifth drone
-Morph sixth, seventh, and eight drone
-Gather with sixth drone
-Morph Spawning Pool with seventh drone
-Gather with eight drone
-Morph ninth drone
-Morph Extractor with ninth drone
-Morph second overlord & morph tenth drone
-Scout with second overlord & morph eleventh and twelfth drone
-Gather gas with tenth, eleventh, and twelfth drone.
-Morph thirteenth and fourteenth drone
-Morph Lair from Hatchery
-Gather with thirteenth and fourteenth drone
-Morph Spire with thirteenth
-Morph Queen's Nest with fourteenth drone
-Morph Hive from Lair
-Morph first three mutalisks & morph Greater Spire from Spire
-Morph next three mutalisks
-Morph mutalisks into Guardian
-Attack from a distance and you may win

COUNTERING - Simply get up some air units.  1 Wraith, Mutalisk, or Scout can
take out every Guardian (but get more than one to minimize the destruction 
of
the Guardians).

Ultralisk rush - I use Ultralisks as rushing in to destroy the main 
structure
(they can take a lot of beating!).  Here it is:
-Morph fifth drone
-Gather with four other drones
-Scout with overlord
-Gather with fifth drone
-Morph sixth, seventh, and eight drone
-Gather with sixth drone
-Morph Spawning Pool with seventh drone
-Gather with eight drone
-Morph ninth drone
-Morph Extractor with ninth drone
-Morph second overlord & morph tenth drone
-Scout with second overlord & morph eleventh and twelfth drone
-Gather gas with tenth, eleventh, and twelfth drone.
-Morph thirteenth and fourteenth drone
-Morph Lair from Hatchery
-Gather with thirteenth and fourteenth drone
-Morph Queen's Nest with thirteenth drone
-Morph Creep Colony with fourteenth drone
-Morph Hive from Lair & morph Sunken Colony from Creep Colony
-Morph fifteenth and sixteenth drone & morph third overlord
-Morph fifteenth and sixteenth drone into Creep Colonies
-Morph seventeenth drone
-Morph Sunken Colonies from Creep Colonies
-Morph Ultralisk Cavern with seventeenth drone
-Morph first six zerglings
-Morph first three ultralisks
-Morph until you think you have a big enough strike force

COUNTERING - Air units can easily do the trick.  Ultralisks are hopeless to 
the
Terran Supply Depot trick.  Guardians and Lurkers do well against 
Ultralisks.
Dark Templars and High Templars should do fairly well against Ultralisks 
too.

Lurker D into Guard/Devo Strat (best used on lost temple) - Early Lurkers to 
stop Zealots/Marines/Firebats/Medics/Dragoons/Zerglings (not early 
zerglings) and Hydras.  With that, you can go immediately into a Guardian 
Devourer push.
-Build up to 9/9 Drones
-9th Builds Extractor
-Rebiuld 9th and make that drone morph Spawning Pool and make an overlord
-Rebuild Drone and have him goto gas
-Build 3 more Drones
-2 to Extractor
-Make Lair
-Make Hydra Den with the third Drone
-Morph 5 Hydras and an Overlord and Research Lurker aspect
-Morph into Lurkers and put outside expansion
-Build Hatchery at expansion and make a Lair
-Make Queens Nest then upgrade into Hive
-Make 2 more Hatcheries at main base and fill up expansion with drones
-Upgrade to Greater Spire and make Mutalisk at main base
-Upgrade into Guardians (if you have the gas)
-Upgrade some more into Devourers
-Once your force consists of 24 Guardians and 12 Devourers, attack!

COUNTERING - Rushing can beat this, and Tanks with comsat can run through 
the Lurkers.  Protoss can ignore all the Lurkers and just run in with 
Zealots.  Zerg can get early air or so.  Dropping counters this and mass 
anti-air counters this.

3 Hatch Lings Into Hydra Into Drop - This used to be my favorite Zerg 
Strategy.
-Build drones to 8/9
-Spawning Pool
-2 Drones
-Hatchery
-Drone and Overlord
-Hatchery
-3 Drones
-Lings out first and second hatch
-Overlord
-More lings outta each hatch
-Send ling scouting their base to see if 20 lings can beat it.  If it can 
build lings outta all 3 hatches and win.  If not...
-Send 10 of the Zerglings as a worker hunt if their mineral line is 
accessible.
-Extractor
-6 Drones, 3 Drones on Gas, 2 on minerals, 1 expands
-Take mining drone for Hydra Den
-Build Hydras outta the hatches
-When your expansion is almost done, move zerglings to the hatch and create 
drones out of all the hatcheries.  Send around 10 Drones mining at exp.
-Now Hydra pumping should be faster, even fast enuf to build an extra 1 or 2 
Hatcheries
-With Hydras pumping send a ling to see what they got now.
-Upgrade to Lair
-Expand again
-Get 2 Evolution Chambers and upgrade Missile and Armor
-Research Overlord Transporting then speed
-USUALLY hydras will easily win.  If they dont build more hydras and drop 
them at the enemies mineral line.
-If this doesnt work try to tech up to Guardians clear a path and drop 
again.
-If that doesn't work... well its always worked for me :).  Adapt to the 
situation is all I can say.

COUNTERING - Very hard.  Dropping wont work too well.  Mass goons wont work 
too well cuz you pump hydras faster.  Mass tanks tho, will easily counter 
the ground hydras but maybe not the drop...  Lots of lurkers will easily 
stop the ground hydras, but not the drop.  For the dropping part, putting 
Turrets/Cannons/Spores around the parimeter will easily stop it, until 
guardians come.  When Guardians come use Anti-Air.

****Due to popular demand I will keep this strategy up even though it is for 
money maps.****
The Inferno Hydras - In 8 minutes you build up massive amounts of workers 
and hatcheries and after that you can send hydras by the
hundreds.  To be safe, try to set a no rush 10 minute rule, but its not
nescessary.  This can only work on mass money maps with lots of patches and
geysers (like Blue Night in Seoul or Ice Hunters).
-Build your drones to 8/9
-Make Hatchery and rebuild drone
-With the new drone, make Spawning Pool
-Overlord
-2 Drones to make 2 sunkens at entrance of mining field for 6 ling rush
protection
-Extractor with 3 drones
-With both Hatcheries make drones until you run out of patches
-As soon as you get enough for a Hydralisk Den, make it!
-Start 3rd Hatchery
-Upgrade Hydra range then speed
-2 Evolution Chambers to upgrade armor and missile attacks
-Make 2 more Extractors
-From you second hatchery start making hydras non-stop
-Research Burrow
-Start 4th and 5th Hatchery
-Morph first and second hatcheries into Lairs and research faster overlord
movement then sight then transporting
-With 3rd hatchery make drones
-1st, 3rd, 4th, 5th Hatch makes drones
-Extractor
-When you got a good portion covered with drones, set rally point to where 
you
second hatchery's rally point is and start making non-stop Hydralisk through
those.
-2 more Extractors
-When you have 6 control groups, you should have range and speed upgraded, 
and
weapon and armor to level 2 or so.
-Attack
-At this point you usually win, but just to be sure, make hydras at your 
base
while you attack.  You should have minerals and gas VERY high.  If you don't
succeed, make 5 more Hatcheries and pump hydras faster.  If, say, the enemy 
has
too many tanks or something like that, and you can't break through, throw up 
a
spire and queens nest.  Upgrade every hatchery to Lairs, then morph to Hive
your first and second hatcheries.  Make Greater Spire.  Make muts instead 
and
change half to Guardians, half to Devourers.  Attack again.  After every 
base
you destroy burrow a hydra at the starting locations so noone can build 
there.

COUNTERING - Mass Lurkers might do it if they dont bring an Overlord with 
em,
except when they go air, you're gone.  Speed Mutalisks/Wraiths/Scouts might 
do
it.  Terran can have Mass tanks and Wraiths but that doesn't always work.
Protoss can Zealot rush.  That I am pretty sure will counter this.

Lost Temple Lurker Drop - After awhile I finally found a good Lost Temple 
Strategy.
-Build up to 9 Drones
-Tell 9th to Make an Extractor
-Replace 9th and build Spawning Pool
-Build Overlord and another drone
-Use that drone to extract gas
-After Overlord comes up, build 3 more Drones
-2 on gas 1 waits to build Hydra Den
-After your hydra den is in construction upgrade to Lair
-While these are buliding build like 3 drones to mine
-Once your hydra den is done, build 5 Hydras
-Once your Lair is done, research Lurkers
-Turn your Hydras into Lurkers and plant them outside your expansion so it 
blocks both your base and your expansion from ground attacks
-Research Transporting for Overlords.
-Now, take a mining drone and start a hatchery at the expansion
-Start a Spire and 2 more Hatcheries
-Build Drones at expansion to extract gas then mine
-Build around 12 Mutalisks while upgrading Overlord Speed
-Make some more Lurkers (around 7 more)
<<<HERE IS THE DIVIDE INTO TWO SECTIONS>>>
IF YOU ATTACK NOW AND CHANCE IT READ ON
-Load your Lurkers into some newly made Overlords and send them to the 
bottom of an enemy base.  Split your Mutalisk attack force into half and 
attack one half of the enemy base and hit another half too.  This should 
divert their attention allowing you to drop your Lurkers.
IF YOU WANT TO WAIT TO MAKE IT MORE SUCCESSFUL READ ON
-Make a Queens Nest and upgrade into Hive, then Greater Spire
-Save your gas
-Morph into Guardians
-Load Lurkers and send them to the side of the enemy base where they mine.
-Divide your forces by 4 so you have 3 Guardians per group.  Hit from each 
angle of the enemy base and drop your lurkers at his mineral line (which is 
probably depleted by now so just go on and hit his buildings).
<<<HERE IS WHERE THE TWO SECTIONS MERGE>>>
-Hopefully Win

Worker Hunt - Mutalisks are the best worker hunters in the game.  They have
their acid which hits multiple units at a time.  They are also pretty quick 
to
get up.  Upgrade speed and transporting ability for Overlords and enter 
through
the side of their base with a drop of Hydralisks.

Big ship prevention - Plague the bastards!  Or Dark Swarm and hit em with
hydras along with scourges to back em up.  Slow them down with Devourers or
Ensnare.  Capital Ships are the hardest to counter on Zerg.

Mass swarm prevention - Lurkers, Sunkens, Spores should do it.  Plague or 
Dark
Swarm will also help.  Use Guardians to attack out of the range of the
Hydralisks or Dragoons.

Zealot Prevention - Prevent it!  Send in 12 Zerglings before they can rush 
you.
Super Early Air Prevention - Send lings to see if they are even going early 
air.  If they are, build spores around your mineral line to defend against 
wraiths and mutalisks.  Thats enuf if they are terran.  If they are Zerg 
then it will be a bit hard.  They probably teched up to devourers before you 
so i would recommend ignoring the next attack that will most likely be 
guardians with a few devourers and go Hydras to finish off his weak base.

Tank Push Prevention - Hardest with this race.  Your best bet would be to 
flank him.  If you have Lurkers thats really good.  Tell your lurkers to NOT 
attack the upcoming tanks and marines UNTIL THEY ARE STANDING ON YOUR 
LURKER!!  That way they'll not see it coming and get blasted away before 
they know it.  If you dont have Lurkers send lings/hydras to the side of 
your entrance.  When they enter swarm from your main base and from the side 
you put them on.

ATTACK

Against Terran - Lurkers > Marines and Medics.  Cracklings and Ultralisks > 
Tanks.  Scourges > Science Vessels.

Against Zerg - Mutalisks all the way!  Muta'ling is the most popular attack 
in Zerg vs Zerg.

Against Protoss - Hydra'Ling is the most popular way to win ZvP.  Lurkers do 
wonders here too.  Mutalisks mid-way can distract your opponent and split 
his forces.

DEFENSE

Against Terran - If they are using a Tank swarm, a very large number of
Zerglings should work.  Or, you can use Ultralisks.  If they are going 
straight
Battle Cruiser then Ensnare them and/or use your Devourers to slow them 
down.
Then send in some Scourges.  If they use Marine rush, Lurkers are more than
enough.  If it's Wraith, try to get up a bunch of Devourers and Overlords
around each side of your base.  Wraiths are strongest against Zerg.

Against Zerg - Mutalisks, scourges, spore colonies, zerglings, and sunkens 
is all you'll ever need.  Most zerg tend to go Mutalisks vs other zerg.  
Scourge with Mutalisks can help defend this easily.  Tip: Always fight next 
to your spore colonies when you can.

Against Protoss - Split up when you defend.  Psi Storm is brutal.

==============================================================================
12. Protoss Strategies
==============================================================================




NOTE: RUSHES ARE NOT FULL!  DONT COMPLAIN THEY ARE THERE TO GIVE YOU A START





Swarm Prevention - Simply put, High Templars can easily eliminate swarms 
with
their Psionic Storm.  Reavers are also good in their long range, high 
attack,
but mainly their splash damage.

Nuke Prevention - If a nuke is coming at your probes, either run, or use 
Statis
Field.  Statis Field prevents ANY thing.  No spells, damage, or abilities
affect Statis Field units.

Zealot Rush - Once again this is an early game rush.  Don't try this late in 
a
game.
-Warp fifth probe
-Gather with four other probes
-Gather with fifth probe
-Warp sixth probe
-Warp seventh probe
-Gather with sixth probe
-Warp first Pylon & gather with seventh probe
-Warp eight probe & warp first Gateway
-Warp second Gateway & gather with eight probe
-Warp first and second zealot & warp second Pylon
-Scout with first
-Warp third and fourth zealot
-Warp second Pylon & warp fourth and fifth zealot

COUNTERING - Zerg and Terran should have a sizable force by the time this 
rush
is finally executed.  Protoss can use Zealots and Cannons to hold back them.
If you are Terran and losing simply liftoff.  Lurks can lay waste to these.
That is, if you get em that quickly.

PsychicProdigy's Zealot Rush - I recieved an e-mail of a very effective 
Zealot
Rush.  Try it out!  Honestly this is the strongest zealot rush ive ever 
seen.
-build up to 7th probe and order all to mine
-tell 7th probe to build pylon and mine
-build up to 9th probe
-tell 9th probe to build gateway and mine
-build 10th probe, tell to mine
-build 11th probe, queue 12th probe
-build 2nd pylon and 2nd gateway
-build 1 zealot with original gateway
-tell 11th probe to mine and 12th probe to mine
-build 13th probe, tell to mine
-search for enemy with 1st zealot, build 2 more
-build 14th probe, tell to mine
-build 15th probe, hotkey, build 2 more gateways and 2 more pylons
-build 2 more zealots
-when you have 4 gateways, build zealots until you have twelve, keep 
searching
with zealot
-build 2 more gateways and a forge
-build photon cannons while continuing to pump out zealots
-when 12 zealots are had, and the enemy is found, attack unless you think 
you
will lose

COUNTERING - This is a very good strategy.  Protoss can go early Dark 
Templar,
Dragoon Dance, or get up more Zealots with Cannons. Zerg can go early Lurker
(must be VERY early), Hydra/Ling Dance, or get up a bunch of Sunkens.  
Terran
can throw up around 4 Bunkers filled with Firebats along with 1 or 2 marines 
or
block off entrance with bunkers behind filled with marines.  Of course, you
could always try speed air units to defend.

Dragoon Rush - If you are playing Terran, sometimes they just lift there
buildings and let allies rid of you.  This rush is more effective, since it
attacks both air and ground units.
-Build fifth probe
-Gather with four other probes
-Gather with fifth probe
-Build sixth probe
-Build seventh probe
-Gather with sixth probe
-Warp first Pylon & gather with seventh probe
-Build eight probe & warp first Gateway
-Gather with eight probe & warp Assimilator
-Build ninth probe & warp Cybernetics Core
-Build tenth and eleventh probe
-Gather gas with ninth, tenth, and eleventh probeWarp first and second 
dragoon
& warp second Gateway
-Warp second Pylon & warp third and fourth dragoon

COUNTERING - Pretty normal rushing unit.  Just put up a baracade of 
attacking
buildings backed up by attack units.

Archon Rush - A cool rush, but often hard to pull.
-Build fifth probe
-Gather with four other probes
-Gather with fifth probe
-Build sixth probe
-Build seventh probe
-Gather with sixth probe
-Warp first Pylon & gather with seventh probe
-Build eight probe & warp first Assimilator
-Build ninth, tenth, and eleventh probe
-Warp second Assimilator & warp first Gateway
-Gather gas with ninth, tenth, and eleventh probe
-Build twelfth, thirteenth, and fourteenth probe
-Warp Cybernetics Core & warp second Pylon
-Gather gas with twelfth, thirteenth, and fourteenth probe
-Warp first zealot & warp Citadel of Adun
-Warp second zealot & warp second Gateway
-Warp third Pylon & warp Templar Archives
-Warp third and fourth zealot & warp fourth Pylon
-Warp third Gateway & train first and second high templar
-Summon first archon & warp third and fourth high templar
-Warp fifth zealot & warp fifth and sixth high templar
-Summon second archon & warp seventh and eighth high templar
-Summon third archon & warp first Shield Battery
-Summon fourth archon & warp second Shield Battery
-Warp ninth and tenth high templar & warp sixth zealot

COUNTERING - Zerg should use Sunkens, Guardians, or Lurkers.  Terran should 
use
the Supply Depot trick.  Protoss can use Dark Templars or Reavers (or better
yet Psi Storm).

Reaver Rush - Pretty cool.  Don't use it in early rushes.
-Build fifth probe
-Gather with four other probes
-Gather with fifth probe
-Build sixth probe
-Build seventh probe
-Gather with sixth probe
-Gather with seventh probe & warp first Pylon
-Build eight probe & build first Gateway
-Build Assimilator
-Build ninth and tenth probe
-Gather with ninth and tenth probe
-Build eleventh and twelfth probe & build Cybernetics Core
-Gather gas with eleventh and twelfth probe
-Build second and third Pylon
-Build Robotics Facility
-Warp first zealot
-Build Robotics Support Bay & warp shuttle
-Warp second zealot
-Warp first and second reaver
-Keep pumpin until you're ready

COUNTERING - Any air-to-ground unit will work.  Lurkers, Tanks, and Templars
(High and Dark) are good ground units.

Scout Rush - This works only really works good on Zerg.  Take out their
Overlords and you have a giant advantage over them.
-Build fifth probe
-Gather with four other probes
-Gather with fifth probe
-Build sixth probe
-Build seventh probe
-Gather with sixth probe
-Gather with seventh probe & warp first Pylon
-Build eight probe & build first Gateway
-Build Assimilator
-Build ninth and tenth probe
-Gather with ninth and tenth probe
-Build eleventh and twelfth probe & build Cybernetics Core
-Gather gas with eleventh and twelfth probe
-Build second and third Pylon
-Build build first Stargate
-Upgrade air weapons
-Warp first scout & build second Stargate
-Warp second and third scout

COUNTERING - Terran and Protoss can build up some turrets or cannons
(espescially near your mining field).  Zerg should move their Overlords 
behind
your heavy defense or strike force (Hydralisks, Scourges, and Spores do 
good.).

Corsair Rush - Use this on big island maps against Zerg only.
-Probes 1-6 mine
-Have 7th build Pylon then mine
-While Pylon building build probe 8 and 9
-Send 8 mining and 9 to build a Gateway
-Build about 3 probes for mining
-Once you obtain 100 minerals build an Assimilator
-Build 2 probes for Assimilator
-Build a Cybernetics Core
-Don't stop constructing Probes (building Pylons when necessary)
-Build a Stargate
-Construct 1 or 2 Dragoons
-Construct about 3 or more Corsairs
-Scout
-Make a Robotics Facility
-Build 2 shuttles filled with Dragoons
-After Corsairs find the enemy attack their Overlords
-If they have no air defense stay in their base taking out any new 
Overlords,
but if they do have air defense take out Overlords and run
-Once Overlords out drop Dragoons

COUNTERING - Easily done by Terran or Protoss cause this rush is not meant 
to
be used against them!  Zerg should have lots of Hydralisks or Spores.  Don't
let your Overlords get out of the Spore firing range.

Arbiter Warp Attack - This is a strategy designed for safetly getting a 
cloaked
army into the enemy base.  To do this build an Observer and sneak him into 
your
enemy's base.  Build up an army (Dark Templars/Carriers/Reavers/ 
Archons/High
Templars) and rush your Arbiter (If you have Terran allies Defense Matrix 
it)
into the middle of the base or to the back of the base with all the workers.
Now quickly use Recall on your army.  Your army will warp in next to your
Arbiter.  All your units will be cloaked!  When the calvary arrives, use a
quick Status field (Arbiter has to be at full magic with the enhancement).  
At
that point, use your Dark Templars to take out workers, Carriers to take out
units, Reavers take out attack buildings, Archons take out detectors or 
units,
and High Templars use Psionic Storm on bunches of units.  An optional tactic
would be to send in Carriers with your Arbiter or send mass hallucinated
Arbiters.

COUNTERING - This one's hard.  If you can block out entrance to your base 
from
the Arbiter then he couldn't do it.  If they warp into your base immediatly
take out the Arbiter.  Zerg should then try to use Plaque on the center of 
the
group.  This will reduce their life significantly!  Then try to use Sunkens 
to
take out the lowered life enemies (using Overlords to detect).  If they drop 
in
your Terran base, use a Science Vessel to decloak the Observer, then take it
out.  Now you are invincible if you have cloaking units.  Siege Tanks and
Spider Mines should be useful.  Protoss should try to use a Psi Storm in the
center of the enemy group.  Massive Carrier swarms might be able to defend
well, along with many Reavers.  If you take out the Observer, you then could
use Dark Templars to take out the rest.

Cannon Rush - This strategy is much feared. It's quite a cheap way to win, 
even
worse than rushing. The idea is to sneak a probe into your opponent's base
unnoticed at the very start of a game. You want to make sure you go with the
forge first build order. Quickly throw up a pylon, and construct 3 or 4 
cannons
when your forge is done. Don't neglect your own base, so you want to put 2 
or
so cannons up at home too. Each cannon you create should be a little closer 
to
your opponent's mineral patch (if you came in through the back door). Once 
you
have 2 cannons up, you can build cannons right next to their working probes,
and once finished, these will open fire, disrupting the player's economy and
forcing him to either quit or flee. One very important thing to remember is 
NOT
to lose the probe. If you see resistance coming, make sure you move your 
probe
to a hard-to-access spot so your opponents zealots/marines/zerglings can't 
get
to it. You may also consider sending additional probes later on.  YOU CAN'T 
LET
YOUR OPPONENT SEE YOU OR ELSE YOU'LL SCREW THE WHOLE THING UP!!!  
		-Obtained
from SCU

COUNTERING - Find the Probe.  That's all.  You could put a worker at the 
front
of your base so when they walk by you can find them.

The Infamous Reaver Drop - I have taken out some strong players using this 
simple strategy.  This works excellent on Lost Temple
-Build up to 7/9 Probes and make Pylon
-Tell 9th to build Gateway.
-Tell 10th to build Assimilator and make 11th and 12th mine from there
-Make Zealots
-Make Probes
-Send a Zealot scouting
-Build Cybernetics Core
-Build Robotics Facility
-Start Shuttle
-Start Robotics Support Bay
-Make 2 Reavers and upgrade Reaver capacity then Shuttle speed and then 
Reaver damage
-Drop in back of base

COUNTERING - Putting attack buildings around the parimeter can easily do the 
trick.

Worker Hunt - Use the Arbiter Warp Attack, drop Reavers or Templars to use
Psionic Storm, or use Scouts.

Big ship prevention - Psionic Storm and Dragoons.

Mass swarm prevention - Psionic Storm and Reavers

Zealot prevention - Get more Zealots than him!  Use Photons to help.

Super Early Air Prevention - Send around 10 Zealots to attack his Spire to 
demolish his attempts.  They will rebuild the Spire giving you time to get 
Corsairs and Dragoons and some cannons around your parimeter.  If they are 
Terran, get up some cannons around your parimeter with goons.  Cannons will 
detect, goons will kill.

Tank Push Prevention - Zealots mainly.  Zealots will kill tanks easily.  Its 
those pesky Marines/Medics and espescially Firebats that will screw you up.  
If you can run in some Dragoons right next to the tanks it will not only 
make the tanks useless, but the firebats will also be useless.  Try using a 
zealot goon combo.  Its better if you attack from each end.

ATTACK

Against Terran - Early on speed goons are the best way to hit a Terran.  Get 
robotics facilities fast for either Reavers or Observers to take out spider 
mines.  You must adjust to Terran.  Mass tanks calls for mass Zealots.  Mass 
vultures calls for mass dragoons.  Don't expect BCs.

Against Zerg -  Zealots early on to stop early expansions are to be used.  
From there on out get mass Dragoons/Templar and some Zealots.  Adapt mainly. 
  If they have mostly melee units, opt for Zealots and Dark Templar.  If 
they go air, Dragoons and Corsairs should do.

Against Protoss - Mass gateways.  Expand alot and build mass gateways and 
you'll win.  Just keep your expansions alive!  To do this never stop 
harrassing them.  Dragoons are your best bet PvP.  Get reavers too!  Reavers 
and Dragoons are what win PvPs.

DEFENSE

Against Terran - Observers should be able to see spider mines while Dragoons 
can take them out (if they have range upgrade).  If they try to wall you in, 
load shuttles full of Zealots and drop on tank clusters.  Psi Storm also can 
help take out tank clusters.

Against Zerg - Psionic storm is the best way to deal with most zerg units.  
Usually Hydralisks and Lurkers are the most common units employed by Zerg.  
Reavers and Dragoons can easily handle these.  Be sure to have observers.

Against Protoss - En Masse Dragoons and Reavers.

==============================================================================
13. Computer Killing
==============================================================================
==============================================================================
14. Winning on Lost Temple
==============================================================================
This is the most important section if you want to learn how to win those
grueling no rules 1v1 Lost Temple maps.  NOTE:  These wont work all the 
time.

NOTE:  Sorry, I haven't gone into detail with Terran.  Haven't had much 
time.

***Terran vs Terran***
No need for a super fast bunker because marines aren't too hard to fend off
espescially with a bunker.  I would suggest get vultures for their 20 damage
against light weights (marines/firebats/medics).  But anyway, if you're 
going
some mass Marine/Medic/Firebats start an expansion Command Center at your
outside expansion when you have around 15 SCVs.  Create like 3 to 4 Barracks
and an Academy.  For every three marines/firebats make one medic, 
occasionally
making 2.  Research Stim Packs and Marine Range.  When you have the money,
start up a Factory and make some Vultures and one Siege Tank with Siege 
Mode.
Place the Siege Moded tank outside the enemy base to blast some kind of
defense, probably bunkers, while Vultures/Marines/Firebats/Medics back it 
up.
While the defenses protect your marines, you should easily be able to wipe 
out
opposition unless they have lots of siege tanks in siege mode.  If they have
lots of siege tanks, try to stim a few marines and run them in right up to 
the
tanks to be outta their range and starting gunning em down.  If that doesn't
work try to reget your swarm and start a few StarPorts build 4 dropships 
filled
with 2 Siege Tanks, 6 Marines 2 medics, 6 Firebats 2 medics, and 6 Marines 2
medics.  Comsat for a perfect drop point and run in from that side and try 
to
get in the middle and drop.  If tanks come in cloaked wraiths should be 
enuf.

***Terran vs Zerg***
Start Barracks and Bunker quick in case of Ling rushers.  Get a Bunker up
against the Command Center to fill in Marines and put a Turret right next to
the bunker for Lurker protection.  Throw up some quick Factories and 
Barracks
and an Academy along with a fast expansion.  Upgrade Stim then range.  Make
SCVs.  A lot of SCVs.  Pump out Tanks in Siege Mode and
Marines/Medics/Firebats.  Pump em around the middle and entrance of your 
base.
When you have around 5 to 10 tanks and around 20 Marines/Medics/Firebats, 
post
your tanks outside the enemy base backed up by your infantry.  Tanks should 
do
substantial damage.  When enemy forces come out, the tanks should get 
Hydras,
while the infantry should easily cover lings and Mutalisk.  When you have
cleared an area, keep moving in until you win.

***Terran vs Protoss***
A bit different here.  This time, build up on your SCVs and start a barracks 
on
the ramp and supply depots so it completely blocks off the entrance.  Place 
2
Bunkers with Marines behind the Barracks.  This should give you good enough
defense against Zealots.  Now for the Dragoons, get up some 6 Siege Tanks in
Siege Mode.  Start Expansion after you have like 15 SCVs.  Get up a StarPort
with Control Tower and build a dropship to expand at an island expansion.
Place Turrets around some of the edges for drops (those Dark Templar and 
Reaver
drops are way too popular).  Now time for offense!  Get up as much StarPorts
you can afford and start Wraith pumping like mad.  Once you get enough 
Wraiths
(24 at Minimum), hit him from the side of the base to enter his mineral line
and this should easily blast down every one of his Probes.  Now send them 
out
and attack his expansion's Probes.  Now start attacking where there are no
detectors.  Note, if you see some Observers try and Scanner Sweep the area 
and
take them out fast.  If you can, take out his Nexuses (is that right?).  
That
way, with his Probes out and Nexuses out, building and buildings, Probes, or
mining and minerals and gas will be eliminated.  Now, if your Wraiths get
battered after this, lift off your Command Center and move in your tanks and
Marines.  This should assure you a win.  Usually if you lose, it's because 
of
either, some kind of drop or mass Dragoons.  Theres another way you can do 
this thats cheaper and faster.  Use about 12 Wraiths ONLY as hit and run 
crafts.  Goto every exp and hit every one of his probes then run to the next 
EXP.  With no money, drop tanks and goliaths on their cliff and blast down 
any goons or anything.  Then, just tank/wraith push to win.

***Zerg vs Terran***
This is easily the hardest match-up for Zerg.

I personally HATE this match-up. Terran are incredibly difficult to beat. 
Well, let's begin...

Start off with a very early expansion (before pool). 3 things can happen 
now. 1, he sends down some marines to attack your hatchery before it 
finishes. 2, he builds a bunker right next to your hatchery and marines 
start coming down. 3, he ignores that and continues teching.

If he sends down just plain marines, you SHOULD be practically done with 
your spawning pool by the time they start amassing. What you'll want to do 
at your expansion is make sunkens 2 at least. Sunkens > Infantry. So as soon 
as your expansion finishes, make a drone to build sunken, preferably in the 
middle of your passageway, but if the marines are proving to be too much to 
keep up with, simply build the creep colony where you first hatch, and send 
zerglings to keep the marines at bay. That threat shouldn't be THAT hard.

If he sends down an scv to build a bunker, you should instantly take 3 
drones from your main and attack the shit out of that SCV. HE MUST NOT 
FINISH THE BUNKER AT ALL COSTS! Use lings as soon as you get them! If you 
can hold him off for that, you're next goal will be to make some sunkens and 
increase your money flow.

If he does nothing... worry. You have to see what he's doing! Use an 
Overlord, use some zlings, you just have to see what hes doing.

Keep a constant eye on him and what he is doing. 80% of the time, the Terran 
player will tech straight into every Zerg player's most feared weakness, 
M&M/Tank Push. This is possibly the most difficult thing to counter, despite 
what people might say.

What you want to do right away, is tech into Lurkers, after your initial 
expansion. You also have another, rarely seen choice, Muta'ling to 
Guard'Devo. If your micro is really good, you can conquer the push. Before 
you do anything else, immediately research burrowing! Burrowing is one of 
the best Zerg skills there are. Burrow 1 zergling outside his base, and 1 
zergling where his command center would land at his expansion. When his tank 
push runs out to attack you, get set-up for your counter.

The counter. This is my favorite thing to do with this. Control group at 
least 24 Zerglings (2 Control Groups). Send 12 zerglings right outside your 
natural where the tank push would normally be set up, and your other 12 
zerglings to the side of the base (unburrowed but beyond visible range). 
Right after the tanks seige, send your second group of zlings (unburrowed) 
attacking the push and right before they arrive, unburrow your other lings. 
While they are in this chaos, attack with any remaining Hydras/Mutas/Lurkers 
you have. It is around this time that the Terran player usually expands. If 
you can contain him, you've got the incredible advantage.

After the M&M/Tank Push, your next step is to expand again twice. Yes twice, 
take an open place noones at and the natural to it. Even if terran does 
eventually find out and destroys it, you will have already mined out more 
than the cost of making the hatcheries. Now research Overlord Transporting 
and Speed, or get a Hive/Greater Spire. Guardian and Devourers work best on 
Terran, as do Lurkers/Hydras.

Next step, attack.

Ground attacking. For your attack, you must NEVER attack head on. Terrans 
have the best defense and usually tanks will clobber your ground forces. 
Instead, use your overlords that you upgraded and drop a shit load of shit = 
  right in the center of his base, or right over his tanks at the entrance. 
If this does not kill him, it will injure him alot... that is if you used 
ALOT of overlords filled completely (minimum 10). Your overlords should be 
filled with Zerglings, Hydras, and Lurkers. You also have one other option 
which is quite useful at times. If everything you seem to do does not work, 
simply tech into Cracklings (fully upgraded zerglings). 60 fully upgraded 
zerglings attacking at once (not in a line) are a force to be reckoned with. 
Move to Countering section.

Air Attacking. Hmm.. this could go well or horrible. If your enemy has 
plenty of Science Vessels, expect ALOT of irradiate. What I usually do 
before I attack is send many swarms of Scourge killing off all Valkyries, 
Wriaths, Science Vessels. Makes it MUCH easier to attack. Remember, your 
using Guardian/Devourers not Mutalisks alone. Now, guardians will own any 
terran ground unit. If the terran say, has a bunch of stimmed M&Ms charging 
in at once, step back and attack with your guardians out of the marine gun 
range. If the terran say, has a bunch of Goliaths, do the same. Wraiths are 
no sweat if you bring along alot of Ovies (don't worry. Bring along at least 
6 or so overlords. His wraiths cannot kill all of them by the time your 
scourge/devourers crush them.).

Countering. This tends to happen quite often in Terran games. The Terran 
player sees you go Hydra/Ling so he techs to M&Ms and crushes you. The 
Terran player sees you go Hydra/Lurker so he goes Tanks/Vultures/M&Ms 
(possibly Science Vessels too). Terran player sees you go Muta to 
guardian/devourer and builds up valkyries, science vessels, wraiths, and 
lings. Make sure if you see them countering, either completely overpower 
with what they're countering with, fool them doing light attacks of another 
nature, or simply change the attack all together.

This is a really tough matchup so play hard and expand plenty. Did I 
mention, expand ALOT?



***Zerg vs Zerg***
ZvZ is possibly the most structured matchup.

If you know that they are Zerg then your instinct should be immediately to 
go Mutas NOT hydras. And possibly the worst thing I see people do in this 
matchup, is when they learn their enemy is going Mutas, counter with 
Hydras... Let's think this through logically.

1 Hatchery = 3 Larvae
Each larvae can spawn one unit. For 300 minerals and 300 gas you can pump 3 
Mutas waiting to kill. As opposed to 225 minerals and 75 gas for 3 Hydras. 
The money difference does not compare at all, but you have to take into 
account major points. Hydras require only 25 gas, meaning that most likely 
you will have plenty of excess gas to spare that are going to go to waste. 
For the extra 25 minerals, why not use some of that gas to make a better 
unit.
Mutas also make the best worker hunters in BW. Not only that, they are 
faster, attack more, have more life, stronger, can fly, and have the chain 
splash damage.

Don't expand until much later when you go ZvZ, you want a compact base and 
speed is your top priority. Keep a close eye on him, and if you sense ground 
attacks, get up a few sunkens and possibly lings. Your main goal is to tech 
into Spire ASAP. By the time my spire hatchs, I usually have 17 or so drones 
mining/gas collecting, 1 Lair, 1 Hatchery, 1 Extractor, 2 sunkens, and 
around 6 or so lings..

If you know that your opponent is going speed ground, throw up another 
sunken or two. 1 Sunken > at least 2-3 Hydra or 4 lings.

You should focus mainly on the Spire! After the Spire comes, immediately 
make mutalisks from both your hatcheries/lairs (6 Mutas building at same 
time). After the initial mutas open up, immediately send em expansion 
hunting. You should have more minerals/gas to make more mutas as the larvae 
arrive, so do so.

If they expanded to natural, this should clearly be an easy target, unless 
of course they set up spore colonies. If they did, move around and check 
inside their base. You must use Mutas right and Hit-and-Run. Find their 
unguarded structures and start attacking. If they come with hydras or mutas, 
stop and move to next place. If you can easily take the attacker, do it. 
Keep making mutas. Eventually you'll have excess money to make a Hatchery. 
Do it! As long as you keep him under heavy pressure, you have nothing to 
worry about.

He knows that if he does attack, hes open. When you have at least 12+ mutas, 
don't be afraid of spore colonies if theres 1 or 2. You can knock em out! 
Just keep pumping mutas and you'll have enough backup.

That is how ZvZ is won Lost Temple.


***Zerg vs Protoss***
Possibly the most interesting matchup with Zerg.

ZvP usually moves into action quite rapidly. You will want an early 
expansion, but that's not always easy. For one thing, almost EVERY time, 
Protoss will rush you with zealots before you can get up defense, so we're 
going to change the build a little.

You'll want to begin with getting a pool ASAP, followed by a Hatchery at 
your choke. Make sure its your choke and not just your natural. Although, on 
the 9 and 6 positions on Lost Temple, your natural is your choke. After the 
initial builds, build overlord and resume production. Your pool should 
finish first and as soon as it does, get some lings for defense. All you 
need is your lings to stall the zealots long enough for 2-3 sunkens to 
finish. Build more lings if neccesary.

Now mid-game has begun. Your Protoss opponent will 50% of the time, tech 
straight into Corsairs, 40% of the time expand and continue ground, and 10% 
of the time not expand and continue teching into either templar archives or 
dropping (reavers most likely).

Your major goal ZvP is to contain your opponent. How is this most easily 
done? Through hydralisks. After your initial zlot threat is over, expand to 
your natural (if your choke was not your natural). If your natural is your 
expansion, just build another hatchery on your cliff. Get gas and tech into 
a Hydralisk den. By the time your hydra den finishes, you should have plenty 
of money flow coming from both expansions so build another hatchery.

Heres where it gets tough. You have 4 hatcheries pumping non-stop Hydralisks 
and usually that will be enough to crack any protoss player. If he didn't 
expand say GG right now, because you have won, unless you play horribly or 
he does something crazy that really messes you up. If he didn't expand, take 
advantage of your situation and take another expansion and continue to 
harrass him non-stop with Hydras. DO NOT WORRY IF THERE ARE PSI STORMS! 
Simply move your hydras out of the way (you should have upgraded their 
speed). Now keep up the pressure and DO NOT LET HIM EXPAND! He is as good as 
yours.

If the protoss player DID expand, you may have some trouble. Now is when the 
true challenge of ZvP begins. Keep a constant eye on his forces and when hes 
getting ready to attack. If you see that he's expanded, you might have a 
hard time trying to take out that expansion (if you can, DO IT NOW!). If you 
can't you must out-expand him. Make your expansions close to your main (your 
second natural). Probably now, your Protoss opponent will be teching into 
heavy gateways. If so, you may be in trouble, so you're going to change your 
strategy a little. Instead of pure hydras, you're going to have to tech into 
a few Lurkers and get a Spire. You may not neccessarily need the spire, but 
if he techs reavers or tries to expand, you will be ready. Make sure you 
have at least 2 expansions for every one of his. If he has expanded twice, 
you should have 4 expansions.

Your main goal is to disrupt his money flow, so try Lurker drops and Muta 
probe hunts. Now, DONT LET HIM EXPAND AGAIN! Keep lurkers spread out around 
his outside. Make him waste Psi Storms. If he decides to go observer goon 
killing, use muta'lings. Most likely, your opponent will have a few Corsairs 
scouting around, and plenty of Zealots and Dragoons to give you more than a 
hard enough time. Not to mention, the psi storming Templar. When you get 
ready to attack you must micro well and your attack should ALWAYS be geared 
to counter his units. What I find works incredibly well is splitting your 
forces and dropping his backline of his natural WHILE attacking his natural 
from the main entrance.

As for your economy, late game you should have an incredible advantage 
economicly compared to your opponent. Every expansion should have 1-2 
workers on every patch. NEVER EVER HAVE MORE THAN 500 MINERALS!! You must 
ALWAYS be spending. If you have way more minerals than you need, take off a 
bunch of drones from an expansion and start building alot of hatcheries 
until your back down on your moeny supply.

Zerg vs Protoss is a very interesting matchup. If he has expanded, then the 
game becomes a challenge, so try what I say and be sure to not let him 
expand again.



***Protoss vs Terran***
Despite popular belief, Protoss actually have the advantage in this matchup. 
Early on Zealots have supreme advantage over marines, until medics can come. 
Although, most all PvT matchups begin with both players ignoring early 
attack and teching straight into Factories and Dragoon/Dark Templar.

80% of the time, Terran will NOT go M&M, so you shouldn't worry that much 
about it. What you should do PvT is not early expand. Terran tech quite fast 
into dropship tanks. Now you have some choices to work with to start.

One option, is to tech into speed Goons with some zeals to get rid of the 
worry of speed tank/vultures. Another option, is to tech into dropship/dark 
templar. You have some other options, but the final option that I will give, 
is to get speed Carriers.

Now, for speed goons with zeals. Your threat of M&Ms is almost completly 
gone with goons and zeals. You'll want to try to expand somewhere, probably 
at a far-away expansion so you don't get caught too early. Goons can easily 
take out vultures and the zealot/dragoon combo CAN take out tanks. Probably 
your biggest threat is complete mass sieged tanks with spider mines. Get a 
shuttle. Even if you don't use it right away, Terran always have some way to 
harrass you with dropships and tanks. Also, dropping dark templar/Zealots 
into tank clusters is a great strategy. Now, the easiest way you'll be able 
to win something like this, is probably by taking plenty of expansions. Get 
at least a few cannons at each expansion. Cannons can take out M&Ms, so once 
that threat is over, you got those incredibly slow tanks which will take out 
your expansions way too slowly. Imagine this, you make 2 expansions with 
cannons. Before the first one finishes, Terran finds it. It finishes and 
tanks and vultures are positioned outside blasting the cannons. =) While 
they're busy taking their time, your two expansions are mining more than 
enough money to make up for the loss.

Dark Templar are terrans most feared weakness vs Protoss. Terrans have the 
worst detection of any race. TAKE ADVANTAGE! I know this is going to be hard 
dropping Dark Templar into a base with 8 missile turrets and mass tanks, but 
trust me, you will want to, if not for microing and hitting detected spots 
(such as remote supply depots), but you also keep him at bay. Shuttles and 
dark templar easily allow you to early expand, so take advantage. Dark 
templar and shuttles works only as an opening. You will have a hard time 
winning using only dark templar and shuttles (although dropping 30 or so 
dark templar in the back of the base seems quite likely to create a win for 
ya). Anyway, so after you open like this, I'd suggest then teching into 
carriers or goon/zeals.

Carriers work best vs Terran. Simply put. What works best with carriers are 
some corsairs, observers, and possibly dark templar/zealots vs goliaths. You 
will NOT make it very far either teching straight into carriers, not 
expanding, and/or letting him expand too much. Carriers are really a second 
option, as you should never go straight Carriers. Use carriers only if 
everything else is failing and you have excess money. When attacking, you 
MUST ALWAYS ATTACK GOLIATHS WHILE YOU ARE OVER WATER OR UNPASSABLE TERRAIN! 
Interceptors CAN outrange goliaths, so do NOT attack if you are on level 
terraign with a goliath.

This is a very hard matchup for both races, but protoss do have the 
advantage. Sorry If I'm not being as specific and detailed as Zerg.


***Protoss vs Zerg***
PROTOSS VS ZERG

Quite an interesting matchup. This is my favorite matchup (other way around 
though).

Zerg will usually NOT attack early on, in risk of Zealot strength over the 
weak lings. Take advangtage. The major thing to do, is build up at least two 
gateways and start spamming zealots to harrass the Zerg. If the Zerg built 
up a hatchery before pool, you have a MUCH better chance of winning right 
there! If not, then you'll have to harass them and contain them. Try to stop 
expansion too.

Now Protoss can almost always win IF they get an expansion early enough, and 
if they can contain Zerg. Some tossers may opt to go 1 gateway to Nexus. 
This does seem to work pretty well, but just remember, Zerg will take 
advantage if they see this and expand a lot. If you do 2 gateway/zealots, he 
will have less of a chance to do stuff, but then again, so will you. If you 
do 1 gateway/zeal/Nexus then you will have more options open, and so will 
he.

Regardless, you must get an expansion early if you want to keep up with 
production. As soon as you get the added money flow from your expansion, you 
next step is to eliminate Zerg's expanding capabilities. Tech hard and fast. 
Templars are a must. Reavers/Corsairs are optional but are helpful. Word of 
advice, if they are going strict air (mutas to guardian/devo) tech to 
corsairs, if they are going strict ground (lurkers/lings/hydras) tech to 
reavers. Your main goal is to stop their expanding capabilities. Drop 
reavers, run goons/zealots, do whatever. I found that vs Zerg, surprisingly 
Dark Templar work very well, espescially when teamed with corsairs. They 
work best attacking newly made expansions.

Now, we have a steady money flow, and to the best of your abilities, Zerg is 
contained. If he is contained, expand again and say a heart-felt GG. If he 
has broken through containment and expanded all over the place, (shame on 
you) start destroying the expansions. Zerg expansions are usually quite easy 
to destroy, as most don't put much defense on each expansion.

By now, you SHOULD have around 5-6 gateways, possible a stargate or two, and 
possible a robotics facility. Take an island expansion if you can, and get 
some cannons around the perimeter. If you can get enough cannons, Guardians 
are the only thing that can crack through that defense (by which time you 
should have been ready for). Try to bring your money flow down evenly. By 
this I mean, if you have 1000 minerals and 150 gas, build primarily Zealots 
until your gas comes up, or if you have 200 minerals and 800 gas, build 
primarily Templar/Archon. You want to bring your money down evenly since 
pretty much every unit made from gateway can be very useful vs any race.

Probably the best tip I can give you though, is aggressiveness. Most protoss 
vs zerg players tend to turtle and slowly move out, only to find that Zerg 
have every other expansion on the map.

Skirmishes. Aha... the real fun starts. When your forces come in contact, 
your templar should be the first up. You must psi storm WHERE THEY ARE GOING 
TO MOVE! DO NOT STORM WHERE THEY ARE NOW! I've dodged 4 psi storms before 
with a hydra because the idiot did not predict where I would move. Do not 
spread your forces out too much. Zerglings can and will rape you, if you 
give them more angles to attack from. Use spells. I know it's quite hard 
besides Psi Storm, but there are plenty of useful spells, Maelstrom, 
Disruption Web, are one of the better, unused spells. Now comes a matter of 
debate. Micro or Macro? Either way, one will effect the other. You can micro 
and use spells and move your forces around, or you can reinforce your units 
with 12 more dragoons. I prefer building 12 more dragoons over microing my 
current 12. Doing both at the same time is the most preferable action to 
take, although very difficult.

Stopping Zerg's aggressive tendencies to expand and attack, while expanding 
yourself is the key to winning Protoss vs Zerg. Good Game!



***Protoss vs Protoss***
Ah.. yes. PvP. It's been a long time since I played a PvP matchup so, you 
guys might need to correct some of the things I may be saying.

PvP is a match of who can get more faster. The game mostly consists of who 
can overpower with ground units the best and fastest.

This game usually starts off as a skirmish between Zealots. 2 or more 
Gateways start mass producing Zealots early on for constant pressure. Quite 
an easy task of figuring out a counter... GET MORE THAN HIM. But, you must 
be sure to keep your flow of economy right. Here lies the problem. PvP is 
never a relaxing game. You are ALWAYS on your toes. Expanding becomes one of 
those iffy questions. On one hand, if you expand successfully, you'll have 
almost double your forces in minutes. On the other hand, you have the loss 
of 400 minerals which is quite crucial when protecting yourself from 
non-stop skirmishes, and not to mention, the probes required and the risk of 
it being destroyed. I simply recommend to expand when you feel you have him 
contained and controlled.

Next, the opening usually starts off like i said, with the 7th probe making 
pylon, 9th on gateway, 11th on second gateway (I think that's it.). There is 
however another way you can do this, but it will put you at another 
disadvantage. You could opt to get 3-4 gateways instead of the standard 2. 
The problem with that is, you would have to spend practically all your 
minerals as they came in order to make efficient use of your extra 
gateways... he will be outnumbered though =).

Another strategy used often, is the Gateway/Expansion opening. This is done 
by doing the same opening as your standard Protoss player would, except 
instead of the 2nd gateway, save up for a natural expansion. This puts you 
at great risk, so I'd suggest that if you use this, you build another 
gateway immedietly afterward and to never let your gateway Zealot que list 
to be empty. If you can get this working, you have a tremendous advantage.

Mid-game. Mid-game plays similiarly to early game. You have to keep up the 
pressure of ground forces and keep the enemy contained as long as possible. 
Mid-game, however, varies economically, and technologically. You should have 
plenty more money to work with mid-game than in early, so make use of it. 
NEVER HAVE MORE THAN 500 MINERALS AT ONE TIME. Always spend, wether it be on 
Pylons, Gateways, Robotics Facilities, or Photon Cannons, whatever you need. 
For your attack force, I'd suggest you mass out with multiple lines of 
gateways and use whatever is draining your money equally. For example, if 
you have 500 minerals and 75 gas, you would be making more Zealots than 
anything else.
==============================================================================
15. Kronikle's Most Useful Strategies
==============================================================================
Most of these strategies are for experts only.

Terran

The Science Vessel, mainly because of EMP Shockwave.  Protoss can die very
easily with this.  Terran get their energy drained down to nothing as with
zerg.  If you cant use EMP Shockwave on Zerg, use Irradiate.  Hit a swarm of
units for laughter.  It does a bunch of damage to the unit and every 
biological
unit around it!

Dropping is often hard.  Defensive Matrix a dropship and you got a good 
drop.

Also, lots of the time, the ONLY way i can win is through drops.  Most 
people just dont expect it and will simply fall.

How to put up an unstoppable defense - Load up on 5 marine filled bunkers 
and
around 15 siege Tanks and I guarantee you nothing ground will get in.  As 
for
air, get up around 30 Upgraded Valkyries patrolling the parimeter and the
entrance and that should easily cover that.


Zerg

Defilers.  A Dark Swarm outside his base and rushing in with multiple hydras 
or
lings or even ultras is simply awesome.  Nothing long range can come in!
Plague is a real killer.  Secretly drop a Defiler around a gathering swarm 
and
plague their asses.  1 MEASLY LIFE!! HA HA!  Then just kill him!


Protoss

Psi Storm.  What else?  You can launch a psi storm at the front of his base 
to
lure his men to you (which you should be ready for).  Or, you can drop him 
at a
mineral field... (you do know what to do... right?).  Defensive use is the 
most
useful.  Imagine you have 4 cheap templars and they are rushing in with a 
group
of Carriers and Cruisers grouped up.  Hmmm?  What to do now...?  Cast away 
with
Psi Storm to completely waste tons of minerals and gas.  Disruption web is 
also
fairly useful  mostly on newbies.  You can use it on all the attacking
bulidings for a more tranquil rush... (yeah!).  Recall is also one of the
greastest strategies.  Recalling dragoons is useful since dragoons have good
life and attack.  Statis Field can also split your opposition into two 
forces
making it considerably easier.

Hallucinations are the most overlooked spell. Why should it be?  With a High
Templar you could make around 4 additional units to take the place of the 
real
unit.  Imagine making a fleet of 10 Scouts along with 10 Templar.  If every 
one
casts 2 Hallucinations on a scout, you'll have 40 extra scouts to take 
damage.

General

Expand early like on the 9th worker.  This doesnt work all the time but then 
again nothing works everytime.  Well, you might ask me about defense.  Once 
you get the money flow from your exp you can pump defense MUCH faster.  This 
also heavily depends on the map, race line-ups and the proximity you are 
towards your enemy.

Try different strats often.  Most players only win one way, but if someone 
counters it they're screwed.  Just saying, try new stuff and if it works 
good for you, you've got a new strategy to add into your aresnal.

To get better NEVER EVER play money maps.  They dont improve your skill.  
Ive played money maps for 2 years and until recently have been a loser 
newbie.  Play maps you've never played before like blizzard maps.  This 
increases your skill to adapt to a foreign map, and helps you understand 
non-money maps better.

10 General Tips:
1) Goto Start>Settings>Control Panel>Mouse and change mouse speed to 
maximum. Then in Starcraft, set the speed to the highest possible. Don't 
worry, you will be uncomfortable for the first week or two, but once you get 
used to it, your speed and micro will increase dramatically!

2) Hotkey your main buildings. Zerg hotkeys hatcheries, Terran hotkeys 
Command Center and Barracks/Starports/Factories, Protoss hotkeys Nexus and 
Gateways/Stargates/Robotics Facilities. That way, in the middle of a tense 
battle, you can just press a few keys and have backup in minutes. This is 
macro in its purest form. Learn to macro, because micro is nothing without 
macro. You may be able to kill 5 zealots with 3 goons microing your a$s off, 
but it doesn't make a difference at all when he's building mass goons while 
your sitting on your a$s dancing.

3) Along the same lines of microing, NEVER have more than 500 minerals or 
gas. Keep a constant eye on your income. If you have excess minerals or gas, 
put units in que. No excues! If he's coming in with carriers and you have no 
gas, build Turrets, Spores, Cannons, if you have excess minerals. Carriers 
will kill them, but they severly limit mobility. And while they're busy 
wasting their time on killing the ground defense, you should be gathering 
more gas to build your Goliath/Scourge/Wraith/Dragoon w/e you want army to 
kill them. If you have over 500 minerals, build something, whether it be 
another Hatchery, an upgrade center, an expansion, cannons, putting units in 
que, WHATEVER. Learn this and use this. One of the most valuable tips I can 
give. Use along tip #2.

4) Take advantage of open opportunities. In a recent (incredibly good game 
if I might add) match TvP, me vs Flash, he started the game with mass ground 
strikes and I was struggling to keep up. About the time I noticed the ground 
strikes stopped, I saw he had Carriers, en masse! All of his attention was 
on Carriers, so when they were in my base waiting for my Goliaths to move, I 
waltzed in with 20 tanks and started pummeling his base. He was forced to 
move his Carriers back as I arranged a counter attack. To take advantage of 
these opportunities, always send a light, cheap, unit to see how fast he can 
kill it. Send one of these like once every two minutes at least.

5) Know where and when he expands at all times. Zerg vs Protoss I almost 
always win except if I let them take expansions without resistance or 
without me knowing. If they start an expansion without me knowing and it 
becomes thriving, chances of winning are slim, espescially if they are 
Protoss or Terran. By the time you would find it, the expansion would be so 
heavily defended, it would be pointless wasting all your units trying to 
take it out. I recommend keeping a burrowed zergling on every expansion if 
you're Zerg, an Observer/probe/zealot on every expansion if you're Toss, and 
an SCV/Marine on every exp if your Terran. And what I don't see often is 
defense on islands. Always keep something there, either a constant comsat, 
an overlord, or an observer, just know when he's there. Anyway, back to the 
main point. Become a map hack. No, I'm not endorsing hacks in any way, what 
I'm saying is, have a vigilant eye on everything on the map at all times. 
Have at least 1 unit outside his base at all times to know when he's 
attacking and with what.

6) Know your opponent's money. Usually skills like this come with much 
practice and time, but you should generally have a good idea of how much 
money your opponent has at all times. You should know how many workers he 
has mining, where he's minding, and what he's spending on. If you see a 
Protoss user go all out Zealots, chances are, hes either spending his gas on 
tech, or is very low.

7) Play vs people your skill level or better. My best training came when I 
first started non-money maps many years ago, and this person played me like 
10 games in a row. The first 3 games I lost. The next 3 games I still lost, 
but were good. The last 3 games I won but it was close. The last game, I won 
hands down. No, you probably won't learn that fast, but after knowing an 
opponent, you get a feel of what he's doing.

Races... I don't know what to say here. A few days ago, I would tell you to 
choose one race, and stick with it til the end, going random makes it too 
hard to master every race. But recently, taking up Terran, I want to take 
back that statement. My terran has taught me multi-tasking, micro, and 
macro, well enough that all my other races have improved. Do what you feel 
is right. I personally recommend that everyone becomes a Terran user first, 
before becoming some other race user.

9) Research spells. All spells in the game are useful, period. Even the most 
underused spells, if used by the right hands, can be gosu. In a recent ZvT, 
the terran had Optic Flare researched by his medics, which is really unheard 
of by most people. With marines and medics, before marching in head-on vs my 
Lurkers, he split up his marines, upgraded armor, and cast blind on all my 
lurkers and Overlords. I remember I had 5 Lurkers, he had about 12 Marines 
and 4 Medics... he won the fight. Later on in that match, I came into the 
side of his base with guardians... they were all blind by the end, so I had 
to get super close to hit anything which really nulifies the use of 
Guardians. Maelstrom is a great spell to use, one of the key reasons to get 
Dark Archons. Feedback owns BattleCruisers. Ensnare will practically double 
your chances of winning a skirmish. Spawn Broodling can wipe out all Tanks 
without hesitation. Dark Swarm with melee units makes them invincible 
practically. Plague leaves your opponent's units with next to no life making 
an easy kill. Parasite lets you know where their units are going. 
Hallucination can make attacking a breeze as your hallucinations take all 
the opening fire. Lockdown makes Terran vs Terran games soooo much easier. I 
could go on with every spell... except Recovery for the Medic. This spell, 
to me, is useless.

10) Learn the hotkeys. Hotkeying everything can double your speed, easily. I 
know the hotkey for ALMOST everything... well besides some of the stuff 
like, Ultralisk Movement or medic Recovery. Using this with step 2, helps 
you macro alot.
==============================================================================
16. Cheats
==============================================================================
    To use these cheats start a single player game.  Press enter and a text
will come up at the bottom of the playing screen that looks like "Message:".
Enter a cheat then press enter and a text message saying "Cheat Enabled" 
will
appear if you typed it in correctly.  Type in the cheat again and press 
enter
to disable the cheat.  A message will say if you successfully disabled it.  
The
computer automatically has the map cheat.
    Cheats are very cheap.  They take the fun out of the game.  Unless you 
are
starting out and don't know much about the game, I don't recommend using
cheats.  If you are training don't use cheats as you will not get any better
using them.  If you get rushed too early for you to be ready, and you become
invincible, you are not going to get any better.  Well here they are:

Power Overwhelming - The Computer can not do any damage.  This includes
computer attacking you and computer attacking other computers.
Black Sheep Wall - Reaveal the entire map
Operation cwal - Upgrades and researches done immediatly.  Units and 
buildings
construct super fast!
Show me the money - Gives you an additional 10,000 minerals and gas
Breathe deep - Gives you an additional 500 gas
Food for thought - Supply limit ignored (still can not go over 200 
supplies).
Modify the phase variance - Build anything
Noglues - No magic allowed for enemy
Medieval man - Have all spells
Something for nothing - Upgrade weapons, armor, and all other upgrades 
besides
spells up one level
The gathering - Unlimited energy
Game over man - Instant loss for you
There is no cow level - Instant win for you
Staying alive - No end to the game
Ophelia - Warp to any level.  After you have entered in Ophelia type in the
race then a space then the number of the level you want to be warped to.  
E.G.
"Terran 5" warps you to the 5th Terran level in the campaigns.  "Zerg 11" 
warps
you to the 11th Zerg level, and "Protoss 8" warps you to the 8th Protoss 
level.
I think for broodwar it's "xterran 4" or "xProtosss 12".
War aint what it used to be - No Fog of War
Radio Free Zerg - If you are playing as Zerg you hear some funny music.  
This
is the only Brood War cheat.

==============================================================================
17. Secrets
==============================================================================
NOTE:  For this section practically no bugs work anymore.  Sorry =(.



On the very first mission for Terran, Boot Camp, wait for a while at the
mission screen (you know the one where all the people talk and you get your
objectives) and messages will start appearing.  Here's what they are:

1) End of Briefing.

2) End of Briefing.
     (Really.)

3)    End of Briefing.
  (This time I mean it!)

4)      End of Briefing
  (Hey it's your dime anyway)

5)     End of Briefing



    CHINESE LEMON CHICKEN
    1 pound sliced chicken brst.

6)  CHINESE LEMON CHICKEN
    1 pound sliced chicken brst.
    1 tbsp corn starch.
    3 tbsp soy sauce (dark).
    1 sliced lemon

Invisible Tanks - This is a hard trick to master.  If you have tanks with 
Siege
mode you can do this.  First put a control group on your tank and a liftable
structure.  Switch to your structure and lift off.  Switch to your tank and
make it get near the airborne structure. Take a deep breath now.  Are you
ready?  Switch to the structure and make him land.  QUICKLY switch back to 
the
tank and have him move underneath where the structure is going to land and
immediatly put him in Siege mode.  If done fast enough the tank will remain
under the structure able to blast enemies long distances away.  If the enemy
attacks, they will have to take out the structure the tank is underneath 
before
the tank can be harmed.  Although, this only works against melee units.  I 
am
pretty sure this'll work for any version.

These bugs do not work anymore because they have been fixed...they only work
with version 1.00.

Sliding Command Center:

And now for the amazing sliding comm center trick!  Uh, ok, play as terran.
now, lift off the command center, and land it as close to the nearest 
minerals
as you can, right as its doing it's landing animations, hold shift+s+m 
(really
hard on ergo keyboards:( ) and click closer to the minerals. Your comm 
center
will slide over to the minerals and start mining. Here's a screen shot. 
Notice
I'm building an SCV in the comm center so it's not floating there. If you 
don't
believe me, go try it yourself, it may take a couple tries to get it just
right, but sliding the comm center around is fun! :) this CC slide is very 
easy
to do, and can be done on the first try with a some practice. However it 
messes
up the game. If you slide, you cannot build on the land where your CC was.
Meaning you can really abuse this by sliding all over the map, therefore 
making
it impossible to build any structure at expansions, especially islands.

				- Obtained from SCU


Zergling to Mutalisk:

taken from the GX forum...........
Extremely important bug discovered. This is most serious among the bugs ever
founded. All units & structures can morp into Lurkers and Mutas. I'm NOT
kidding and this is NOT a StarDraft patch. You can use this bug in 
Multiplayer
games like IPX or Battle.net. To use this bug, you must have Hydralisk 
Den(with
Lurker developed) and some Hydralisks. First, make some zerglings and set 
them
to group #1. Second, select one or more hydralisks. At last, press L and 
number
1 at the same time. If it is successful, Those group #1 zerglings will be
Cocoons(not zerg egg) and they will become Lurkers. And if you cancel 
Cocoons,
they will become Mutalisks. This applies to any units and any structures. 
you
can morp even 'Protoss Nexus' and 'Zerg Hatchery' into Lurker and Mutalisks.
More seriously, this bug doesn't costs any resources and bug units have
abilities of original units. For example, if you make Lurkers or Mutas with
cloaked wraiths, they can use cloaking. If you use Arbiters with this bug, 
the
bug units makes cloaking fields for other units. If you use observers, the 
bug
units have full-cloaking ability and observer's speed. If you use 'Zerg
Hatchery', the bug unit have even 'Larvaes'.  As I said above, This bug is 
NOT
KIDDING. This bug is discovered by one of Korean players, and already known 
to
many many Korean players. Maybe you had better avoid Zerg(or even Protoss)
players until the patch released.

Yes it does work....

- [o]Qwerty

Remember! Sliding Command Center and Zergling to Mutalisk only work on 
earlier
versions of Starcraft!  I think up to 1.04.

               -obtained from SCU

Secret Zerg Mission - Win Zerg mission 9 "The Reckoning" in under 20 minutes 
to
unlock a secret level.  You can easily do this using cheats.  It does not
perminently appear on the level list though.  Save at the start of this 
secret
level to easily play again.

Building a CC next to minerals - First get the mins.  Then cast Blind onto a 
SCV.  Now, in order to do this, you must REALLY know the map like the back 
of your hand (or like a hack ;)).  Now your blinded SCV must explore new 
territory or this wont work.  Now, tell your SCV to build RIGHT next to the 
minerals, but... YOU CAN NOT BE ABLE TO CURRENTLY SEE THE MINERALS!!!!  Move 
him just out of blind range.  Then build your CC and you will notice will he 
moves around building you should be VERY close to minerals.

Build Anywhere - This will work in single or multi-player.  It's best to 
test
it in single.  I heard that this will work in any level, anywhere, but I 
have
not been able to work it in any other level that big game hunters.  I've 
only
been able to work it in the bottom right corner of big game hunters.  Ok.
First take two workers down to the corner.  Move the first into the little
space in the mountain.  You should be able to fit only one.  The exit should 
be
at the top, and the other 3 sides should be mountains.  Ok, fit the first 
one
into the slot as tight as you can.  Then move the second over to the first 
and
try to block him in.  Move the second as close as possible so the first 
can't
move.  Then, click the first and tell him to move a little to the left.  He
should turn to the edge of the map (right).  Now, tell that guy to build, 
and
he will build anywhere you can see.  The advantages to this, are that you 
can
tell a worker to build, and immediatly the construction will start without 
the
worker even moving.  Zerg must build on creep and will lose the drone when 
you
build.  Terran will start building and run towards ANYTHING to reach the 
site.
I mean it will glide across water, minerals, mountains in a straight path to
the destination.  Usually the structure will be done by the time he arrives.
Useful for building a sunken in the back of the mineral line.  All ya need 
to
do is scout with your overlord.  Protoss can have an observer in the enemy 
base
and bulid a little Pylon and Cannon out of sight range.  Terran can always
build the Barracks in the back and since the SCV follows, bulid a bunker 
right
after.  This is, however, an extremely cheap way to win.  Even worse than 6
Ling Rushing!

==============================================================================
18. Learning Center
==============================================================================
==============================================================================
19. Miscellaneous
==============================================================================
Mutalisk flies the highest and the Science Vessel flies the lowest.

Upgraded Vultures are the fastest units in StarCraft while unupgraded 
Overlords
are the slowest.

Carriers are the most expensive unit in the game while Zerglings are the
cheapest (considering that 2 come in each 50 minerals).

Every worker can use Vespene Geyser extractors (Refinery, Extractor,
Assimilator) to their advantage.  Meaning an SCV can mine from an Extractor 
or
Assimilator, a Drone can mine from a Refinery etc.  No here's the thing.  It
has to be Team Melee.

Terran buildings which have addons can be destroyed and you can drop your
buildings next to these addons to have complete control over them.  Say you
take out a Starport with attatached Control Tower.  You can drop a Starport
next to the Control Tower to gain control over the Tower.

Fastest ways to win:
                    Terran (fastest): SCV rush
                    Zerg: 6 Ling Rush
                    Protoss: Cannon Rush/Zealot Rush


Some symptoms for how to determine rank:

Hated Loser: Backstabs, doesn't play by agreed rules, and drops out of games 
before losing.

Newbie: Massing Capital Ships from one producer.  Has to cheat to win.  
Can't
beat the game.  Has trouble beating a comp.  Never tries any new strats.
Killed by one cloaked Wraith.  Never knows spells exist.  Claims they rock.
Build more attack buildings than units.  Slow.  Barely any workers.  Put
defense only at entrance.

Intermediate: Can beat a comp with no problem.  Scarcely uses spells.
Occasionly tries new strats.  Asks for rematches for pride.  Claims they 
rock.
Put defense at entrance and around with cannons.  Mastered Tech Tree.

Advanced: Can beat 3 comps melee.  Uses spells a good deal.  Learns new 
strats
and masters them.  Can beat the game.  Asks for rematches to learn from
mistakes.  Claim they're OK.  Hotkeys.

Expert: Can beat 4 comps melee.  Uses spells often.  Knows about heavy armor
and light.  Plays some Ladder.  Evolved past BGH.  Knows almost every rush.

Pro: Can beat 5 comps melee.  Uses spells with almost anything they do.  
Knows
tech tree, every hotkey, can counter any attack, builds a variety of stuff.
Nothing surprises them.  Knows when everything will finish.  Uses annoyance.
Can't learn anything new.  Attacks from multiple sides at the same time.  
Never
brags.

Here are some example of these:

Pro:
Protoss vs Terran
Protoss started out by annoying them and building in their gas collector.
Next, he sent in Dark Templar swarms to weaken him and see what he was
building.  Terran had a detector though and used it to find him.  Protoss 
then
used a statis field on a group of Goliaths guarding the side of the base, 
then
dropped some Reavers and a Dark Archon, which he mind controlled an SCV.  He
then loaded it back in his Shuttle.  He then put some Scouts underneath the
cloaking field of the Arbiter for air support.  Then, while toss was 
dropping,
he launched an Archon Arbiter attack from the main entrance, a Recall with
Archons and Reavers in the center of the base and a Scout attack from the 
other
side.

Vocabulary -
gg = Good Game
gl = Good Luck
hf = Have Fun
ka = Kick Ass
dd = Dont Die
toss = Protoss
lot = Zealot
ling = Zergling
bat = Firebat
DT = Dark Templar
BC = Battle Cruiser
DA = Dark Archon
Psi Storm = Psionic Storm
Mut/Muta = Mutalisk
ultra = Ultralisk
M&Ms = Marines and Medics
Valk = Valkyrie
hydra = Hydralisk
CC = Command Center

==============================================================================
20. Campaign Editor Creation Guide
==============================================================================
In this chapter I will not tell you everything about Campaign Editor, I will
just guide you or tell you how to make some cool stuff.  I am currently 
telling
you these triggers by my memory as I don't have enough room on this computer 
to
reinstall StarCraft.  I will constantly add to this section.

Preserve Trigger - This is commonly overlooked or not understood by new map
creators.  The "Preserve Trigger" action makes the new Trigger you created 
able
to work over and over again non-stop.

Timing - The Timing trigger is useful for stalled action or how long a 
trigger
acts for.  Remember 1,000 Miliseconds makes one second, so 60,000 
miliseconds
makes 1 minute.  An example: Set timer for 120,000 miliseconds.  Create 6
Zerglings at location 4 (at entrance of your base).  Preserve Trigger.  This
will create non-stop 6 Zergling rushes at your base every 2 minutes.  A 
great
Zergling rush trainer.

Locations - These are very useful for beacons or movement.  I will explain 
the
triggers used in the No Rush game in the next chapter.  One trigger would 
say:
When Player1 brings any unit to Location1 (at entrance of the base), send 
unit
to Location2 (a few feet back).  Preserve Trigger (so that it is constant).  
I
forget the timed event for how long the barrier is on.

Properties - In custom maps set the Unit and Hero properties to change the
names, strengh, abilities, price, etc.

Forces - Set the forces to know which side everyone is on.

Keeping the computer opponents from attacking you when you don't want them 
to.
Set yours and the computers property to Invincible so you can't attack
eachother.


ADVANCED


****
RPG Leveling.  Say you want to level-up an Arc Swordsman to Master 
Swordsman.
You would create a location (we'll call Loc1), then put it aside.  You would
also have kill points.  By my memory the trigger would read:

Conditions
If score for kills is at least 6000 points
Player1 commands at least 1 Arc Swordsman

Actions
Move Loc1 to center Arc Swordsman at anywhere
Display for current player "CONGRATULATIONS ON YOUR LEVEL-UP!  YOU HAVE 
REACHED
MASTER SWORDSMAN, LEVEL 2 SWORDSMAN."
Kill all Arc Swordsman at Loc1
Create 1 Master Swordsman at Loc1

****
Making different races join the same side.  Simply:

Conditions
Always

Actions
Create (the unit you want on player... lets say 1's side) at location (the
place where you want him) for player1.

**************************************
HOW TO MAKE EACH KILL GIVE MONEY!!!

TRIGGER 1:
Conditions
Current Player's Kill Score is exactly 1

Actions
Modify Resources to Add (how much money E.G.: 5) Ore and Gas.
Set Kill Score to 0
**************************************

==============================================================================
21. Campaign Editor Idea Guide
==============================================================================

**DONT READ THIS IF YOU DON'T KNOW HOW TO OPERATE CAMPAIGN EDITOR FULLY**

The Campaign Editor is one of the coolest things in StarCraft!  It is not
nearly as powerful as StarDraft or StarGraft, but it is still cool!  You 
have
the possibility to turn this strategy game into RPGs, adventure games,
mini-games, etc.  Here are some guidelines or ideas on how to make some cool
maps.  This is not explaining step by step.  I will include what I think of 
how
fun the map would be on a scale from 1 to 10, 10 being the best.  I will 
also
explain a little bit why.  Campaign Editor is the easiest programming 
language
to learn.  If you need help look in the help file.  Most of these I thought 
up
of on my own.

RPGs - My favorite.  You should definently change the stats and names of
everything like turning medics into White Wizards, Marines into Archers,
Zealots or Firebats into Fighters, Templars into Black Wizards, Archons into
gods, most any Zerg unit as an Imp or Demon, Dark Templars as Ninjas or
Assassins, etc.  For leveling have a kill point score and if they achieve a
certain number of points move a location to the leveler and kill all of that
unit in the location and create a stronger unit in that location.  Or each 
unit
you kill give a certain amount of resources.  Like if you kill an Imp
(Zergling) then you gain 12 Minerals.  Then you could create a Forge or
Engineering Bay (renamed as Blacksmith or something) and once you acquire 
100
minerals you can upgrade.  Make the upgrades ultra fast though, and make the
upgrades more useful.  Don't have the archer's upgrade in weapon damage only 
up
1 or 2 make it like 10.  They could really only gain 6 levels that way.  I'd
suggest using both. 10/10 - I love RPGs that's why they get a 10!  But, this
really depends on the makers imagination to make it good.

Survival - I have already seen many survival maps (Art of Survival, Art of
Defense, Terran Team Defense).  Basically your goal is to build up a defense
and see how well you can defend against non-stop rushes.  Every 3 minutes a
rush comes in stronger than the last.  First 3 minutes 50 Zerglings with 2 
HPs
each come in.  Next 3 minutes 30 Hydralisks.  Next 30 Zealots.  Next 20
Guardians and 20 Firebats and 20 Dragoons.  Stronger and stronger units come
until there are 12 Norad IIs and 9 Scouts.  It is really cool.  You can get
graded on how well you survived.  I played this and won after my 3rd try.  I
was protoss and built a nexus blocking my base then put a ton of cannons all
over the perimiter with Scouts and Corsairs to help.  When the Cruisers came 
my
corsairs, scouts, and cannons did a lot of the defending while the cannons
helped.  Then the final huge infested terrans swarm came, but they don't 
space
out enough and blew eachother up before they took out everything.  Anyway, 
this
is cool. 9/10 - This is challenging fun and an excellent way to train.

New Units - I made map that completely changed every unit.  Marines were
Lightgunners.  They were produced quickly for 10 minerals but only had 10 
life
and 2 attack.  I also made Ghosts Assassins.  They cost the most (somewhere
around 500 minerals and gas) and took the longest to make but they came with
Cloak, Lockdown, life of 200 and their attack was 80.  I changed 
BattleCruisers
so their ground attack was around 30 and air was around 15.  I changed every
unit but I lost the map.  It was pretty cool.  It was also funny seeing the
comp rush in with 24 Light Gunners when I was defending with 10 Assassins. 
6/10
- Pretty boring.  I have seen something like this (I think) called Super
Altered Starcraft.

The Assassination - This is an idea that I have.  What would happen is that 
the
comp has an unbelievably strong force.  You have one Dark Templar and 10 
lives.
You have to make it across the map without being detected.  Overlords are
stationed all around.  You have to manuever around them.  Say you get 
busted,
siege mode tanks will then start gunning you.  If you survive and make it 
past
that group you can reach a beacon and get restored to full health.  Your 
goal
is to assassinate the Infested Kerrigan (Hell Demon).  If she sees you her
attack is 1000 and kills you instantly and you start back at the last beacon
you were at.  You have to get 5 hits off her to kill her. 6/10 - Neat but
somewhat boring.

Of Light and Dark -   I had an idea where you can put a Civilian and put him 
in
the middle of two beacons one, the Dark Beacon turns him into a Red ultra
powerful Dark Templar.  The Light Beacon turns him into a White ultra 
powerful
Zealot.  Once you choose you gain control units depending on who you choose.
The Dark Side gets Archons, Dark Archons, siege Tanks, Wraiths, Ultralisks,
Hydralisks, Mutalisks, Overlords (invincible) and Lurkers.  The Light Side 
gets
Templars, Dragoons, Reavers, Scouts, Ghosts, Medics, Shuttles and Observers
(Invincible).  You can't produce anymore units.  Your only building is an 
Ion
Cannon at the back of the base.  Each player has to destroy eachothers Ion
Cannon.  I just thought of this at the top of my head.  You may think this 
is
stupid which probably is. 4/10 - Not so good.

Gods of War - In the StarCraft and Broodwar guide by Prima they have a guide 
to
making a map called Gods of War.  1 race (Protoss) can warp anywhere on the 
map
through beacons.  Another race (Terran) gets a hero after every 10 kills.  
If
the third race (Zerg) has the least amount of units, they get Zerglings 
until
they don't have the least amount of units. 7/10 - Pretty cool considering 
each
race has different abilities!

Rescue Mission - An idea I had was to make a 4 player map, each starting
location in each corner, where a beacon was placed in the middle of the map.
Every minute 2 of each worker are created at the center of the map as 
rescuable
units.  This gives every race the chance to create a base for every race 
early
on.  You might want to put some barracade of units to protect the workers 
from
the 4 people. 6/10 - Sort of cool.  Gets useless after mid-late game.

Betrayal - You could have a 3 of each race vs 1 incredibly strong comp mixed
race.  The three start at the bottom allied and the comp starts at the top
(taking half of the top).  The comp has the whole bag, Tanks, Carriers,
Cruisers, Guardians, Lurkers, everything!  If you are Terran you start out 
with
a Command Center and 4 SCVs and 2 Marines.  Zerg starts with Hatchery, 4
Drones, and 4 Zerglings.  Protoss, 1 Nexus, 4 Probes, 1 Zealot.  Each 
starting
location has a beacon at the back of the base where units come out of.  
After 3
minutes the comp sends each base a marine, 2 Zerglings, and after 4 minutes 
a
Zealot.  Now if you kill this Marine you get another one.  Basically 
whatever
unit you kill you gain what you killed on your side completely healed.  Make 
it
work for your own units because then if they have an injured unit they'dd 
kill
it to make it fully revived.  All the comp workers have their mixed workers 
in
the very top of the base mining.  Now worker hunts would be a lot more 
useful.
You could also have your attacking units kill one of all your allies' worker 
to
start off with a base of all three races.  Pokemon maps are like this yet I 
got
the idea before I even played one of those maps. 10/10 - This is cool!  You
could also replace the comp with 3 more spaces and go 3 on 3.  This is a
definite must play!

One for One - This game is the opposite of the previous game.  When you kill
the unit, both of you die!  This is a real difficult game.  I bet noone 
could
make this and beat it if the comp is strong enough.  The only strategy I 
could
think of for this is to mass produce rush (like Hydralisk).  Or, you could 
send
a worker in next to a BattleCruiser or Carrier and let it die so the Cruiser 
or
Carrier dies too. 8/10 - The most challenging map I have thought of.  Try it
all you StarCraft Gurus.

Unit Count - Every 2 minutes, the player with the most amount of units loses
all of their workers. 7/10 - This will make people think more about mass
producing.


Total Immortal - Everytime you lose 10 units all of your units become
invincible for 1 minute. 7/10 - Pretty neat.

Mercenary Force - You have no resources in the board.  Every 10 seconds 
enemies
or critters start appearing in beacons all around.  For every enemy you kill
you gain money.  The stronger the enemy the more the money (like a Zergling
would give 25 minerals and gas while an Ultralisk would give 300 minerals 
and
gas).  You automatically start with 4 workers (Builders) and a few attack
units. 8/10 - Once again another cool challenge.

Leader of the Pack - There is 1 leader for each race.  The objective is to 
kill
eachother's leader.  If you kill the leader it ends in defeat for the player
who lost their leader.  Of course, the leader can defend.  I suggest making
leaders Archons, Goliaths, or Ultralisks. 8/10 - Pretty realistic since you
have the leader actually on the battle field, and if they die then chaos 
breaks
loose.

Chosen Fate - Put 3 beacons at the start.  Have a civilian move onto one of
these.  Depending on what they choose certain rewards will be given.  Beacon 
1:
Everything is half priced.  Beacon 2: Everything is created twice as fast.
Beacon 3: Have 100 supply and price is reduced by 1 forth and speed is
increased by 1 fourth.  8/10 - Cool because of the neat abilities.  A really
cool map.

The Swarm - 2 to 4 humans vs. 4 comps.  Players are allied up.  After 30
minutes a massive swarm comes in.  We're talking 60 Hydras, 12 Cruisers, 12
Carriers, 50 Mutalisks, 30 Guardians, 30 Archons, 20 Ultralisks, 20 Scouts,
etc.  Just make sure it is extremely strong but defendable.  After the swarm 
is
done the timer would time out and you'dd win if you survived.  Oh yeah, 
there
are barriers making sure noone can rush in before the time is up (including 
the
comp).  9/10 - A good challenge.  Join up with 4 allies to maximize the fun!

Warriors and Merchants - I talk about this from playing a popular game 
called
Warriors and Merchants.  It is a definite favorite.  The Merchants (who
are untouchable and invinicible), create units with unlimited resources and
half the time.  Then they could send five of the same units to an Ion Cannon
(Atom Splitter) and create super units (heros with double strength).  Then 
they
move all the units they create to the color beacon of the player they wish 
to
give the units.  The units appear next to the Warrior.  Now, as far as money
goes, Warriors mine resources and send a Civilian to certain beacons which 
give
certain amounts of money to the color that corresponds to the Merchant who 
he
wants to pay.  The Merchants may then choose if they want to accept it or
whatever.  If they accept they will move the units onto the Warriors beacon.
Now, the Merchant's goal is to get the most amount of money from the 
Warriors.
The Warriors goal is to kill the other Warriors.  10/10 - Extremely fun,
espescially if you are Merchant.

Madness - These games are all over Battle.net!  What happens, is the players
are split into teams or free-for-all.  Now, depending on what they chose,
different units appear every second.  You should get some building 
protection
in the back of each base.  Basically the point is now to send those units to
kill the other teams.  Every certain amount of kills you get heros and maybe
better units start pumping out each second.  8/10 - Pretty cool if there is
lots of variety.  My favorite one is Zelda 64 Madness.  It is however very
unfair if one person reaches the strongest unit before the rest and then 
have
the power to kill anyone (like in DBZ Saiyan Pride/Madness).

Ranchers - I see these all the time too.  It is based on Monster Rancher.  
They
might have Marine Rancher or Zealot Rancher, but I have Hydralisk Rancher.  
It
resembles Madness in where you get units each second.  You enter battle and 
you
get kills for money.  With the money, you upgrade your units with Forges,
Evolution Chambers, or Engineering Bays.  8/10 - This does take on an RPGish
element.  It is a mix of Madness and RPGs.

God's Land - I have a bunch of these.  There is one slot for God and maybe 
one
for God's Assistant.  Everyone else is battling eachother (well, you could
ally).  God may give units if he wishes, take units by killing them with his
immortal units, take money, give money, or even wipe out a player 
completely.
The combatants can sacrafice their units in the middle of the map that might
please god.  10/10 - Sorta like Warriors and Merchants but instead of money
there are units.

God vs Satan - This is also popular.  God is Protoss, Satan is Zerg, and the 
3
servants for each are Terran.  The 3 servants on each team are allied and 
fight
against the three servants on the opposing team.  Satan and Protoss give 
units
to the people, and can upgrade their units to become stronger if they 
sacrafice
a lot of the same units.  God and Satan send their units to the beacon of 
their
choice.  On later versions there are 255 upgrades you can do.  If all of the
servants die for a team, the game ends in a loss for their ruler and them.
9/10 - Like God's Land except no sacrafices just gifts to help win.

==============================================================================
22. Other StarCraft Games
==============================================================================
StarCraft 64 - Don't get this one unless you don't have a computer and don't
have StarCraft or BroodWar for the comp.  It requires an Expansion Pack to
fully play it to the maximum, single player you can only play scenario, no
Campaign Editor, multiplayer was poorly done, and controlling on the 64 is a
hell of a lot harder than on the computer.  Sure they claim to have 
Multiplayer
and BroodWar missions.  I don't think they tell you that you must buy an
expansion pack to get them!  Single player in StarCraft is all about the 
Custom
Maps.  Can't do that!  Campaign Editor, one of the key elements of 
StarCraft...
gone!  The Multiplayer I must say was the worst thing you could think of.  I
mean, you can look at the other player's screen and see what technology he 
has,
where he is located, when he is going to rush, if he has air or ground 
units,
what type of rush he is going to use, where are his flaws in his defense, 
etc.
Imagine how hard to control a game of StarCraft on an N64!  With a mouse, 
you
can move it as fast as you want to go.  With a joystick you'dd probably go 
too
fast or too slow or whatever to screw you up or slow you down.  Not only 
that,
you can't Hotkey!  If you haven't experienced the phenomenon called 
StarCraft
(and don't have a 90 mhz or better computer), then get this one.  If you 
have a
90 mhz or better computer with about 100 mb of disk free space then you 
should
buy the battlechest.

Insurrection - A very crappy add-on.  All it is, is new poorly constructed 
maps
for single and multi-player.

Retribution - Another very crappy add-on.  All it is, is new poorly 
constructed
maps for single and multi-player.

==============================================================================
23. Other Strategy Games
==============================================================================
In this section we compare StarCraft to other rts games.

Command and Conquers - As far as visual and audio wise C&C win, but as far 
as
gameplay, variety, depth and fun StarCraft more than conquers C&C.  C&C 1 
has
no skirmish mode (custom map).  For variety StarCraft totally conquers C&C.
StarCraft has 3 completely different races and new strategies for each race.
C&C only has 1 race, human, but each human is slightly modified in what 
weapons
they have.  Also, StarCraft has cheats!  Depth is a big factor.  C&C there 
is
not as much depth.  You don't start off with a worker, every unit comes out 
of
one building so you if you build 2 barracks you still will only be allowed 
to
create one at a time.  The workers are so expensive and slow.  However, C&C
does win in visual and audio.  It is so cool seeing this awesome Techno
environment!  Not only that, C&C has tons more movies.

WarCrafts 1 and 2 - How many units
are there per race in WarCraft 2? 16 units per race.  There are only 2 races
each are exactly the same except for picture and spells.  Only Death Knight 
and
Ogre-Mage are different just because of their spells so that's 18 units in 
the
entire game!  StarCraft has 13 units for Terran, 14 units for Protoss, and 
13
units for Zerg.  Each are completely Different.  Add em up and there's 40
different units in StarCraft.  Not to mention there's about 12 more total
missions, about 50 more starting maps, Campaign Editor much better, and 
every
race is different in buildings, where you can build, and strengths and
weaknesses.

Age of Empires 2 - Age of Empires 2 has better 3-d Graphics, more depth, 
larger
variety, more realistic sounds, and a good training course.  While StarCraft
may seem lost, StarCraft does have more fun.  Age of Empires 2 is just WAY 
too
complicated and complex.  It'dd take a month to fully understand all the
controls and crap.  StarCraft only takes about a week.  StarCraft is a lot 
more
entertaining too.  Age of Empires 2 gets boring after a while.

Diablos - While the Diablos are not strategy I thought I should include them
since they are by the great Blizzard.  Anyway, Diablo one was a great RPG.  
You
choose from 3 classes, Knight, Rouge, and Sorcerer and start off in a town 
with
a blacksmith, a bartender, a maid, a healer, a drunk, a black market item
seller, and an elder.  The point is to kill Diablo who is in the bottom of 
this
dungeon.  Oh yeah, the entire game is based around 1 big dungeon.  There are
only 2 places a town and a dungeon!  But, the dungeon is randomly generated
each time which is cool.  One thing I have noted about the equipment buying
besides the fact that it is terribly expensive.  You can only see 7 items at 
a
time.  So if you are an archer and all they have is swords, axes, and other
Knight equipment, you have to buy one of those to take a chance if the next
item's gonna be a bow.
          Diablo 2 is great.  There are 5 classes, Paladin, Barbarian, 
Rouge,
Sorcerer, and Amazon.  In Diablo, 90% of the game was in the dungeon.  In
Diablo 2 only 65% is in the dungeons.  There are other parts that are 
outside
the dungeon!  Note, before you go out and buy this game you must have more 
than
a Gig of free space to play.  It takes up 1.5 Gigs for a full installation!
That's just insane if you ask me but not out of my league.  Diablo 2 is very
good, one of the best RPGs.  Strengthining your character is done in the 
same fashion as Diablo
where you level and upgrade 5 points, but this time you can learn or upgrade
one of MANY spells or abilities for each character.  Awesome long movies.  
Tons
of dialouge.  This is, however, much much better on Battle.net.

==============================================================================
24. Psychology and Starcraft
==============================================================================
I know what you're probably thinking: "What the hell is this guy talking 
about?" or "This guy takes Starcraft WAAAAAY too seriously!".  Well I must 
admit, I DO take Starcraft very seriously and game for hours a day 
practically everyday.  As far as this whole psychology thing goes, I really 
have never seen any psychology guides on the internet for games.  Since I 
already wrote my own strategy guide on the game, I decided to be original 
and come up with a new idea for a guide.  Let's get rolling shall we?

For my guide, I will represent a scale factor -5 to 5 on psyche levels.  -5 
being incredibly stressed and negative overall playing like shit, 0 being 
neutral, 5 being relaxed and positive and playing godlike.  I will relate 
various conflicts and solutions with psyche points.

Pre-game:
"The battle had been won before it even began."

That's where this whole idea comes from.  I will present to you a few 
different situations.

***Your Opponent***
                    ^^Arrogance^^
Player1 (p1): So, you up for a game?
Player2 (p2): Haha, with you?  Newb.  Go play with your little newbie 
friends.
--------BREAK--------
Why do I break here?  Simply because the battle could end here.  You can 
either let this sink in and curse back to him adding a grueling -3 psyche 
points, you could walk away adding -1 psyche points, or you can be 
completely nonchalant about the whole thing and smile adding 1 psyche point.

Taking offense to his statement really hits hard inside.  Your whole playing 
style will be ruined trying to prove him wrong and shut him up.  Walking 
away seems like a logical choice, but after you leave, there is still a 
slight hint of anger and disappointment.  If you remain cool about it, make 
a few smilies and (not outright, but by the nature of your response) reverse 
his entire plan, making him think that you're being too cocky to want to 
fight him.
--------BREAK--------
p1: =)
p2: WTF are you smiling at newb, you suck ass.
p1: Hehe
p2: Haha, your so gay!  Go play with your newbie friends.
p1: I am =)
p2: WHAT DID YOU SAY?!?  LETS GO!  1v1 RIGHT NOW!

If your situation turns out like this, give yourself +2 psyche points total 
and subtract 4 from your opponent.  Your opponent is in a bad state to game 
in.



                    ^^Modesty^^
p1: So, you up for a game?
p2: Haha, you'd own me.
p1: ?
p2: I'm like horrible, everyone in this channel has owned me at least twice, 
and hard at that.
--------BREAK--------
Not quite as harmful as arrogance can be, but you still have some factors 
working against you.  You can acknowledge him as a complete newb adding 0 
psyche points, you can also ignore his whole newbie attitude adding 0 psyche 
points, you can take what hes saying as a lie and prepare for a long, brutal 
game adding -1 psyche points, or finally, you can outright say you are a 
newbie too, adding 2 psyche points.

Acknowledging him as a newbie has pros and cons that I think level 
themselves out.  You play a little bit more relaxed, helping your game, but 
at the same time, your underestimating your opponent.  Ignoring his attitude 
and everything he said has no effect on the psyche levels at all.  Taking 
what he said as a lie puts you on a slight state of nervousness, expecting 
him to out mass your guys 7:1 or to tech to reavers by the time your 
building your cybernetics core.  If you take this the wrong way and say that 
he is a liar and is really good, you put yourself at the most risk for this 
situation which isn't that much anyway.  If you laugh and say that you're a 
newbie too, generally, you can take a more relaxed approach to this game and 
then he himself, will be faced with the same dilemna.
--------BREAK--------
p1: Twice?  That's nothing!
p2: Wha?
p1: I'm so newb, I've lost count how many times everyone has beaten me in 
this channel.

So here we are, you should end with +1 psyche points while your opponent is 
at -1.  If the opponent decides to ask around about you, no matter what is 
said, if you're newbie or if you're pro, it will work against him.  If that 
happens, subract 1 from his psyche level.



***Pre-Game***
Not much to say here really.  Most of pre-game takes places when you first 
join a game but it hasn't started.  Race is the only factor here.


                    ^^Race^^
If you choose your race, read on, otherwise move onto next paragraph.  Ok, 
you chose your race, now all that matters is your opponent's race.  If you 
each choose a race many things can happen.  If it's your most feared matchup 
or somewhere around there, give -2 psyche points.  If it's your best 
matchup, give yourself +2 psyche points.  If you could care less either way, 
give yourself 0 psyche points.  If your opponent goes random, give -2 psyche 
points and him +2 psyche points.

If you went random, read on, otherwise move onto next paragraph.  Random 
works well with psychology, but luck may not always be on your side and you 
may end up with your worst matchup.  Add +2 psyche points if you went random 
and he chose a race you are alright at fighting.  Add +1 psyche points if 
you went random and he chose a race you hate fighting.  Both times, add -2 
psyche points to your opponent.  If you both went random, give -2 psyche 
points to both of you.

Pre-game can often be a deciding factor in the fate of the game.


                    ^^History^^
If you know about your opponent or have had a few games with them, it 
creates a whole new ball park.  If this game is a rematch from a game you 
lost, give yourself -5 psyche points and your opponent +3.  If this game is 
a rematch from a game you won, give yourself +3 psyche points and your 
opponent -5.  Rematching from a loss TOTALLY messes up your game play.  The 
best advice I can give is to relax a bit, take a break, watch the replay, 
laugh at your mistakes, and challenge him again later.

==============================================================================
25. Credit
==============================================================================
First off I would like to thank Blizzard with this game and Starcraft.org 
for
some rushes.  StarCraft University (http://starcraft.strategy-gaming.com/) 
gave
me half of the secrets and a few strategies.  Visit the site it is awesome!  
I
would like to thank Joseph Christopher for most of the Learning Center games
used in this.  My biggest thanks goes to Scott Lee as he stated in his guide
some really effective strategies I used in this guide.  Get Joseph
Christopher's and Scott Lee's guide at Gamefaqs.com.  I would like to thank
cheatcc.com (Cheat Code Central) for the Zerg secret mission.  I would also
like to thank Code for the Invisible tank trick.  Last, I would like to 
thank
my friend Jon for helping me out through the whole thing.

Kronikle's StarCraft BroodWar Strategy Guide Copyright 2000 Ryan Kurlish


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