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My Starcraft Strategy Guide Page
SECTION:
Introduction
This strategy guide is intended to make you a better player.
Whether you're good or bad at Starcraft, you will gain some
knowledge from reading this guide. Even if all of the stuff in
here you have heard before, it is only good information that I
put in it.
SECTION: Rushing
In Starcraft, the definition for a rush: Any situation in which a
player critically sacrifices the building up of their town to get
fighting units faster than they would normally.
Please note that what you might think are rushes are simply early
attacks, not actual rushes. After playing for a while it isn't
hard to tell when someone is rushing or just attacking.
In a 1 vs 1 situation (on any normal map), there is not one rush
that can actually defeat the enemy if they prepare for it. When a
player does rush, they will have sacrificed the building up of
their town to get fighting units very quickly. When they do get
their units they have to move them to the opponent's town, and
even if they know where they are, they won't have enough units to
kill all the harvesters and ground units the other person has
trained. The only reason for this is because the distance between
two towns is always great enough for a player to have enough time
to build more units than the enemy, and if the rush happens to be
extremely early a few harvesters can be lost without detriment,
at least in comparison to the other player.
I'm sure you are thinking "Gee, this guy is stupid. I've
rushed tons of players and kicked their asses." Something
else you have to think about is whether or not they were good
players. Anyone who gets killed by a rush has to learn a better
building order or must have seriously screwed up while they were
building, or they are simply very slow builders. If you can beat
them rushing, you can almost always beat them without rushing
unless you have never played any other way. And if you haven't,
you're missing out on a lot of fun. And if you won't play any
other way, then you're probably also thinking you paid good money
for a crappy game. Rushing is a bad way to play if it is all you
do.
In 2 vs 2 games, rushing is not as bad as in 1 vs 1 because the
two players can rush against one of the opponents, normally
killing them. There is a problem with this though, because the
rushers are leaving one player alone to build up his town. If the
one that's left alone knows any better, he will not save their
ally, but will kill one of the rushers - which is not hard to do
assuming all the players are of pretty equal skill and the
rushers had to sacrifice the building up of their town to get
their units. This normally brings it to a 1 vs 1 battle, assuming
both of the attacked players got eliminated. If it didn't happen,
then it shouldn't take much effort to kill the remains of the
town or find where they made their new town.
In larger games most players rush because it is almost impossible
to stop it from killing at least one or two players. Rushing
doesn't involve much skill or thought, it is just a simple
building order with a small amount of units to control early in
the game. Even the best players cannot stop a rush in a large
game, and if the rushers aren't good in long games, it lets them
have a much better chance at winning. In a 4 vs 4 rushing will
always give you a better chance of beating your opponents if they
are generally better than you. Four players who are exceptionally
good, knowing who and when to attack when they get rushed, can
win any rush game but it is rare to have 4 exceptionally good
players on a team.
SECTION: Basic, non-rush building orders, for normal land maps
with 8 or more minerals.
Several rules about the beginning of the game must be followed:
At the very start of the game you have 4 harvester units. Most
people group all 4 of them and send them to 1 mineral to have
them harvest, but there is a problem with this. There will only
be 1 unit harvesting the mineral that the player clicked on, and
the other 3 will wait. To gain a few seconds right off the bat in
the beginning of the game, have them all walk towards one mineral
and one by one pick them off, sending them to separate minerals.
When you have a unit training (an SCV, probe, marine, zealot
etc.) Never have more than one on the list until they are about
to finish. IF you have two on the list ready to train, you may
not be able to build a building or train a unit that actually
needs to be trained. When you put extra units on the list, it
takes away from the units you currently have, depriving you of
minerals you need early in the game to build essential buildings.
For example, the first barracks finishes. You start training 3
marines in there, which spends away all of your money. You have
to wait about 15 seconds before the SCV starts to build the
bunker, and so the enemy zergling rusher comes in and kills the
marines who would have been in a bunker otherwise. It's not a
good situation
Sure you have another marine coming out of
the bunker but what's he going to do against 6 zerglings? You can
have both the bunker and the other marine coming quickly enough
to fend off any rush.
Never allow a harvester unit to be idle. Even if you're waiting
to get enough minerals to build something, you would be better
off if that unit was harvesting and you picked one out later to
build the building.
Remember to do everything as quickly as possible. Every second
you waste or gain adds up with the other seconds you wasted or
gained. You can see how well you're doing in the beginning by
comparing your statistics with other players if you quit a game
before anyone attacks.
Generally, you stop building harvester units when you have almost
2 for each mineral you are harvesting, 3 for each vespene geyser,
and 1 for each building you're making (for terran and zerg.)
Note that these build orders are not perfect, no build order can
be perfect, but these are extremely good and should work with and
against almost any strategy.
Terran:
Send all SCVs to harvest minerals, and begin building them.
Once the 8th SCV is done, send it to build a supply depot. You
should have barely enough and you will normally have to wait to
build the 9th SCV.
Keep building SCVs, and once you get 150 minerals send one of
them to build a barracks. If possible, put the barracks 2 squares
north or south of the command center, or 3 squares west or east
of it. This way you have enough room to place a bunker in between
when you're done. You want to keep the bunker closed to the
outside, but open to your SCVs for repair.
Build your 2nd supply depot when your 14th unit is building. Your
second barracks should come soon afterwards, as soon as you have
enough minerals. If you do not wish to build a 2nd barracks and
you want to upgrade quickly, build a refinery instead.
When your barracks is finished, immediately build a bunker with
the same SCV who finished the barracks. Try to build it as close
to your SCVs as possible without interfering their harvesting.
The 3rd supply depot should be made when the 20th unit is
building.
It is your decision on what to do from then on. This building
order, if done quickly enough, will always be able to defend even
the fastest zergling rush as long as the map is large enough. (It
may not work on Blood Bath, for instance) You must repair your
bunker while enemies are hitting it, and repair with several SCVs
instead of just one.
Protoss:
Send all your probes to minerals, and begin building them.
Once the 8th probe starts building, watch your minerals. As soon
as you're about to get 100, take a probe that is going back
towards the minerals and make it build a pylon. Don't go too far
away from your base doing this, and send it immediately back to
the minerals.
Keep training probes, and as soon as you get enough money to do
so, build a gateway with a probe from minerals. Always send them
back to harvest once they've created the building.
The 2nd pylon should be built right when your 13th probe comes
out. Soon afterwards, when you have enough minerals, build a
second gateway with one of the probes harvesting. For protoss, it
is essential to have at least two gateways early on all land
maps.
The 3rd pylon should be made when the 20th unit is building.
After this, either an assimilator or another gateway should be
built. If the assimilator is built, a cybernetics core should be
made afterwards. If you plan on making templars and/or upgrading
your zealots, make the cybernetics core right after the
assimilator has started building. If you plan on making reavers
or scouts, you can make the cybernetics core when your probes
have just started harvesting gas.
This building order can defend against the fastest zergling rush
as long as you help your 1st zealot attack the zerglings with
some probes.
Zerg:
Send all your drones to minerals, and start mutating new ones.
Keep making drones and sending them to minerals until you have
maxed out at 9. The next larvae, as soon as you get enough
minerals, should become an overlord.
While you wait for the overlord to finish building, send a drone
to build a spawning pool as soon as you have enough minerals.
Train a drone, since the one that turned into the spawning pool
enables you to build one more.
When the overlord comes out, build more drones and harvest
minerals with them. Keep building drones until the spawning pool
almost finishes. You should have about 12* drones at that time,
and 2 or 3 larvae should be ready to become zerglings when the
spawning pool is done. When your unit count hits 15, build
another overlord, and train zerglings and more drones until you
have 300 minerals accumulated
Then build a second hatchery.
It should be close to your first hatchery for easy access when
you wish to train units. It isn't bad to place it at your 2nd
mine if there is one very close by.
It is a good idea to build a hydralisk den to use along with your
zerglings, so make an extractor and build a hydralisk den soon as
you have enough money, but do not stop construction of zerglings
until your hydralisk den is done.
If you have two hatcheries, an overlord should be built at 3
units below the max. For instance, if your max unit count is 25,
build an overlord at 22.
From then on, it's completely up to you what you do. Play based
on what happens, and make sure you have enough drones harvesting.
This building order can defend against the fastest zergling rush
only if you help your zerglings kill the rushers with your
drones.
* On a very large map it would be best to continue making drones
until the spawning pool is completely finished. The enemy, if
they choose to rush, will not make it to your town in time to
kill you even if you delay zergling production a bit (which puts
you ahead, in the long run)
SECTION: Playing on other maps
Protoss, on air
Protoss scouts really suck. The only reason to ever get them is
for use against battlecruisers, guardians, and carriers.
Mutalisks have a bouncing attack and can do a total of 13 damage
per attack (16 with one attack upgrade, +1 at each bounce), while
the scouts only do 12 against the mutalisks. (24 against large
units, but since attacking mutalisks it's divided by 2 because of
explosive attack.) Terran wraiths get to cloak. The best way to
play protoss on an island map is to get photon cannons quickly,
to defend from early mutalisk or wraith attacks, while you
upgrade to get templars, archons, and reavers. Observers are also
very nice to have. Shuttle upgrade is imperative, or you wouldn't
be able to expand seeing that you have nothing to defend your
shuttles with. Defend your base with archons and psi storm. When
you expand, place an archon and a templar with psi-storm ability
on the upgraded shuttle (with two probes) to kill any air units
that the enemy uses to keep you from expanding. It helps to put
photon cannons at your expansions, too. Drop reavers and archons
or templars as often as possible in enemy bases.
Zerg, on air
On an air map, Zerg have a great advantage because of Mutalisks.
The most common thing people do with zerg is upgrade to spire as
quickly as possible, get mutalisks, and upgrade their attack and
armor. There are lots of minerals that are left over from doing
this, and those minerals can be spent on anything including spore
colonies, zerglings, and hydralisks. Overlord speed and
transporting needs to be upgraded eventually, to make expanding
possible. As zerg, you must keep your enemy from expanding, using
your mutalisks all over the place. Normally it's a bad idea to
attack an opponent's base directly, because they will have
defenses for air. Eventually upgrading to guardians is necessary,
and they should always be accompanied by many mutalisks and
overlords if the opponent uses cloak. Queens can be used if an
enemy is defending their town with templars. Parasiting shuttles
and dropships makes them almost completely useless, so do that
often.
Terran, on air
Terran don't seem to work well on air at all. Wraiths rarely
destroy an enemy, because they are simply too weak. Detectors
should always be made early in the game against a terran, either
turrets or photon cannons, and if your enemy doesn't do this
they're making a huge mistake. It is good to take advantage of
this. Battlecruiser Yamato gun should be used against photon
cannons, missile turrets, and spore colonies. Science vessels to
irradiate templars, defilers, and other nasty units
otherwise EMP shockwave them, if they are in groups. Constantly
hitting the enemy with these energy type attacks will eventually
bring them down, as long as you are expanding and keeping them
from doing so.
SECTION: Important Information
Use the Attack command when fighting instead of right clicking on
where you want your units to go, and never click on an enemy unit
when you do this, unless you have range units. Units will go
around an entire army to reach the one unit you clicked on if you
happen to do that.
Use Waypoints to move, and when fighting. When you are
transporting units to a certain location, and there is someone's
base in the way, or you are trying to get to the back of their
base, use Shift-Right Click and the unit will go to that
location. If you Shift-Right Click again somewhere else, the unit
will go to the first location then the next. It can be done
several times, and can be used to direct units around certain
obstacles. It is also excellent to use when trying to scout their
base out for the first time, by sending the unit on a waypoint
mission from start location to start location. When you have
range units such as marines, or air units, you should use this
technique to kill enemy units. Shift, ttack and Left Click on
each one, one by one, and your units will kill the first one you
clicked on, then the second, and the third and so on. This gives
an excellent advantage in combat, since units are being taken out
one by one, by dropping the amount of damage the enemy can do as
a group. It should not be used when you are using hand-to-hand
combat units such as firebats or zealots, but works excellently
with any air unit and most ground range units.
Use many units. Don't just go for straight marines an entire
game, they will do almost no good in late game. When an enemy
makes reavers, tanks, guardians, templars, or other higher level
units, marines will not do much good at all. Accompany your
marines with tanks, firebats, wraiths or science vessels. When a
combination of units are used, more damage can be dealt to an
enemy. Of course, the units have to be used correctly. Don't put
your marines in the front while your firebats are in the back to
watch the fight.
Watch your battles. Don't spend too long building up more of your
base while you're attacking the enemy. Often there are things you
can do in battle that could help your outcome dramatically.
Don't be afraid to run when you attack. If an enemy has several
bunkers and siege tanks defending their town, and all you have
are zealots, don't attack. Wait till you get reavers, templars,
and other units to help take out the stuff. Unless you're
desperate to get rid of whatever the enemy is defending, it's not
a good idea to fight a battle where you will obviously come out
with a greater loss.
Upgrade your units. Don't do it early, because when your units
are small in number, upgrades won't help as much as when you have
many of them. Upgrade attacks, armors, shields, special abilities
and anything else that would be useful. Speed and range upgrades
help a lot, often they are even better than a regular attack or
armor upgrade. They can really improve units fighting abilities.
Scouting is very important. Put any kind of unit around your town
to see when an enemy is coming - even your own construction units
can work as scouts outside of your town. When you do see someone
coming, arrange units so they fight as efficiently as possible.
Use any type of magic abilities possible. Scout expansion spots.
To scout more efficiently, use the
atrol command to make a unit move from one location to another,
cutting the amount of units needed to scout expansions by half.
Burrowed zerglings can be put at an expansion, so can spider
mines. Those are great because an enemy can't see them.
Learn to use your units efficiently. Use templars, with psi storm
to kill large groups of units. (Don't double up your psi storm in
one spot, though) Use plague on bunkers, or even in battle if you
can catch the enemy before they get close to your units. Use
spider mines, yamato gun, any other special ability as often as
possible to get the most out of your units.
Take into account unit damage types and unit sizes. An Ultralisk,
for instance, is a large unit. A firebat has a plasma (same as
concussive) weapon. Plasma/concussive weapons only do half damage
to large units, which makes Firebats extremely weak against
Ultralisks.
SECTION: Battle Tactics
In small battles, especially early in the game, you should use
these simple tactics to put yourself at an advantage.
As stated earlier, if you are using range units such as
hydralisks or marines, use waypoints when killing your enemies.
If there aren't many enemies compared to your units, it doesn't
matter, and if the battle is too large (over 12 units on your
side) it really won't make much of a difference. Hold shift and
hit and then click on an enemy, doing this as many times as
possible.
With zealots (and this really only works with zealots, possibly
with fast air units) you can win a battle of equal proportions
using the following tactic. When the zealots get into a fight
with against other zealots or zerglings, watch their hitpoints
drop. When one zealot's shields die out, and it begins to take
hits on its armor, click on it and walk away from the battle a
short distance so the enemies target the other zealots that have
more hitpoints. Then have it go back to the battle, and do damage
while it is not targeted.
Often you will not have enough time to do these things,
especially if you are trying to build up and you have several
expansions. If you have enough time to spend away from building
your base, it is important that you use these tactics to destroy
the enemy or defend yourself.
SECTION: Cardinal Rules
Constantly think. Is there anything I can build or upgrade to
help me?
If you aren't constantly building up your town, spending your
money on stuff, you will put yourself behind. Even when units are
attacking the enemy town, unless it's a special situation (such
as attacking with reavers, templars, and other units that need
special attention) you should make sure your money is being spent
on stuff. If you are able to scout the enemy territory, you
should build things that would counter whatever they're building.
Are all my buildings making all the units I need?
Similar to above, If you aren't constantly spending money on
units you will be behind. You can be ahead in minerals, but that
doesn't mean you have more units unless you're spending it. Also
you should not have buildings that aren't being used. If you have
5 barracks, and one of them is never training anything, you
wasted the money building that barracks.
Is my enemy expanding?
Try your hardest to keep your opponent from expanding. Normally
you would be able to send a large force to an opponent's
expansion, without them defending it well enough because they
have to keep something in their main town to defend from a direct
attack there.
Am I harvesting enough?
If you have enough units, enough money, and enough time, you
should expand. Defend the expansion well, because if the opponent
catches you expanding, they will most likely send something to
destroy it.
Do I have enough pylons, supply depots, overlords?
Keep in mind how many units you have. If you are starting to fill
up on unit count, build more of these things. If you end up
getting stuck, unable to train units, it's quite a setback.
Am I scouting well enough?
Most often there is some way you can completely decimate your
opponent's base. If you are scouting well enough, you will be
able to catch some kind of flaw in what they're doing and take
advantage of the situation easily. Also you should always be able
to see all the expansion spots, using any kind of unit that is
good at scouting.
Is the enemy going to attack, and am I prepared?
If the enemy is going to attack, you should be prepared. If
you're scouting, you can tell when the enemy is approaching. If
you aren't scouting, at least have something around your town so
you have knowledge of at least knowing where the enemy is coming
from.
Should I attack?
In most cases there is some kind of an attack you can do against
the enemy that will be well worth the time it took. Scouting
helps you with your decision, because you know where to attack
and with what units.