
Information on Units
Terran:
Ground Units
Marine-
The marine is the basic attack unit of the
Terran. It is one of the most versatile units in the game. With 6 ground and air
attack and the cheap price it can even destroy the almighty battlecruiser and
carrier with only about six of them. Marines are what you put in bunkers if the
enemy attacks you with air units or hydralisks and other units with range. I
normally put all marines in bunkers since they are so versatile. I can go on and
on with the uses of marines but here are the basic uses: With their cheap price,
you can usually build lots of them. 24 marines with stim packs and medic backed
up can be very very devastating. For those of you who don't know what stim pack
is, it is a special ability by the marines and firebats that will let them move
faster and shoot faster, however, they will lose 10 hit points (but sometimes
it's worth it!). With a medic, however, you can revive the hit points and if you
use the medics repeatedly the marines will stay alive and destroy more. However,
you must remember to keep them together cause if you don't they sometimes will
attack in single files and spead out and that makes them extremely vulnerable.
Marines can take the place of missile turrets in emergencies and is an excellent
cover for your siege tanks. Also, marines do NORMAL damage, which means that
they are effective for all units. In my opinion the marine is one of the best
units to have in the game.
Firebat
The firebat is the second unit you
can build in Starcraft and it is not that common in my multiplier experience.
The only problem with firebats is that they do concessive damage, which means
that they are less affective against bigger units. However, 22 firebats with 2
medics can be very dangerous. Firebats can kill zerglings like if they weren't
there and are very affective against zealots. If the opponent is attacking you
with lots of zealots and zerglings. Put firebats in your bunkers. Firebats also
have stim pack, which can make them very dangerous. Firebats are also relatively
cheap and is a "rushing unit". Another problem with firebats is that
they can get massacred from above so protect them with marines.
Ghost-
The Ghost does a good damage
against small units (10 concessive), but it is bad against bigger units (3
damage). Cloaking: The cloaking is one of the most important functions of the
ghost. This should be the first thing you research. With cloaking on, the ghost
will be invisible to most units, except for detectors (overlords, science
vessels, observers, photon canons, etc.…). Also, you really need cloaking for
nuking. Another use for cloaking is what I called a "cloak strike." I
cloak the ghosts and wraiths and punish the enemy where they don't have
detectors. The ghost attacks the ground while the wraiths provide cover for
them. When you see a detector and know that you won't survive, retreat. The
ghost and wraiths are fast enough to retreat in most conditions. Lockdown:
Lockdown is an important role of the ghost. It is able to cripple a mechanical
unit for enough time for you to destroy it. If the enemy is giving you a hard
time with battlecruisers and carriers, just "lock it down." Sometimes,
you can sneak a ghost in the enemy defense to lockdown it's critical defensive
units (siege tanks, carriers, battlecruisers, etc.…) before you attack. This
let you attack the enemy better and your enemy will be very frustrated. However,
if you are verse Zerg; don't even bother to get lockdown since it won't work.
Nuclear Strike: This is my favorite. I just love nukes, they do lots of damage
and I am the master at it. Here are some of my professional tips. When you nuke,
it is best to get ocular implants and the energy upgrade for the ghost. When
nuking, it is best to confuse the enemy. Like you can send some battlecruisers
to scare the enemy. Then, you can bring in some marines to cover the ghost. If
however, your ghost is detected, cast defensive matrix on the ghost and hope it
can survive. Another way to nuke is to defensive matrix a dropship and drop it
in the enemy base. Let the medic (that is if you have Brood Wars) and the
marines out. Then let your ghost out, cloaked before you get in the dropship and
nuke away! Remember that nuking is risky and you may lose a nuke, but it doesn't
matter, try again if you have the resources. . The ghost plays a very important
role in Starcaft, The ghost has a very special and effective way of offense and
defense, but you don't need many of them and also protect them cause it takes a
while to build them!
Medic
The Medic is a very useful unit in
Brood War but is unavailiable in StarCraft. It's ability to heal infantry
quickly while using little energy is impressive. A few medics can make a group
of infantry seem indestructible. A medic will automatically heal units near her
position. Medics can also heal SCVs. One medic in a mining field can greatly
increase the life expectancy of the SCVs that are being attacked. Another trick
I use with medics is that marines and firebats can use stim pack without
worrying to lose life because the second you use it, the medics will start to
heal all your infantry in a matter of seconds! Medics can greatly help the Zerg
if they happen the be your ally. Medics can make a group of ultralisks literally
invincible and hydralisks indestructible. Twelve ultralisks with twelve hydras
and twelve medics can be a very terrorizing force. Medics can also heal your
Protoss allies. Put medics behind zealots and high templars to make them more
destructive than before. Although medics' healing is the primary task of her,
she still has other functions as well. The medic's restoration can remove all
harmful things such as: irradiate, lockdown, parasite, ensnare, maelstrom
(although it is unlikely to remove this spell because it is such a short time),
plague, and optic flare. The only thing it can't remove is the stasis field.
This will help you greatly when you are versing the Zerg because the restoration
will remove the plague to keep your expensive battlecruisers and siege tanks
going and it will remove the parasite to prevent the enemy from spying on you. A
medic is definitely worth it. The final ability of the medic is optic flare.
This will enable the unit that got it to see only one matrix. A unit that has
this will say "Blind" on the description box. With optic flare, you
can make a detector's ability to detect worthless and units like siege tanks
gardians (anything that has range) will be literally useless until they have
something to "see" for them. I really suggest you get medics they are
a great asset in the field.
SCV-
The SCV is the most basic unit of the Terrans. It is mainly used
for gathering recourses, building and repairing. Although it can do some damage,
it is not suggested to use SCVs to attack unless it is an emergency. However,
the SCV has the most hit points of the other races equivalents (the probes and
the drones both has 40 hit points and or shields.) It will win is most battles
against its equivalents. The SCV is special in which it is both biological and
mechanical. But you can lockdown it or irradiate it, and etc. Also, an SCV can
repair an SCV or a medic can heal it. SCVs are a critical unit of the Terrans.
It mines Vespene gas and minerals. I suggest that you sent two SCVs per mineral
unit and four of them per Vespene geyser. If you send more to a Vespene geyser
(depending on the distance from the command center) it will just wait until one
SCV come out so it won't be as effective in using your SCVs. I usually make a
group of four or so SCVs as a repair crew for my damaged units. I hotkey them
and then sent them to gather minerals. Then, when you need a repair, I sent the
SCVs to rally all of the damaged units then rally them back to mining. I suggest
that you keep a SCV or two at your primary defense all the time because you may
need emergency repairs that the others can't get there in time. If the enemy is
harassing you with a few siege tanks that are close together and you have no
other that you can spare left, send your SCVs at the tank. The enemy will
usually get into siege mode before assaulting your base so with the range of 1,
the tank can't hit you. You may be surprised how fast a few SCVs can take out a
siege mode-tank (you can also use this with other races, too) When you attack an
enemy base, it is suggested to take a few SCVs with you so you can repair your
damaged units quickly. This is extremely useful when you are attacking with
battlecruisers. Keep your SCVs right below that battlecruisers so they can
provide cover for them. The enemy usually ignores the SCVs because they are
usually trying to deal with the battlecruisers and you usually can't see them.
The SCV is a very crucial and important unit of any Terran game so protect them
well!
Vulture-
The vulture is the Terran's scout
unit. It is light armored, but very fast. Since the vulture is cheap and you can
get it early in the game, you should take advantage of it's speed and scout.
However, it does have it's disadvantages. The vulture only does concussive
damage, Meaning that you shouldn't use it to attack armored units. Taking
advatage of the speed, you can use it for "lightning strikes". Get
like 12 of them and target one specific unit or structure. It can dodge most of
the siege tank and melee fire because of it's speed. I, however, won't recommend
using this tactic agaisnt a heavly fortified defense. Another good strategy is
to hit and run, then hit again. This is good for attacking units like zealots,
ultralisks, zerglins, firebats, dark templars(bring a detector) and Arcons.
Attack, then run after the grenade is fired. Get a good distance away then fire
again. It's also good for attacking siege tanks that are close together. Charge
right next to the tank. You won't get that much damaged becasue it will dodge
most of the arkilite. Then fire away. The siege tank will try to get into normal
mode, and when it's about to, run. Then attack again. The best use of a vulture
is a scout and for defense (the sipder mines).
Goliath-
The goliath is a very good anti-air
unit. Fully upgraded, it can rip air units to shreads. It also can do pretty
good ground damage. In a general attack, put the goliaths in the front and the
marines within your goliath army. That way, the marines can do the main damage
while the goliaths cover for your mairnes. Then you put siege tanks in the back.
Always have a few air support and detectors. Another good combo for the goliath
is with firebats. As I said before, the goliaths has too much bulk, but the
firebats can take care of that. Also, when putting firebats in front, then can
do alot of damage to the enemy while they are attacking the goliaths becasuse
most people will think that goliaths are a bigger threat. Then you can always
use the SCVs to repair them. Goliaths can shread gardians into little pieces.
The goliath is like your foward attack tank.
Siege Tank-
THE SIEGE TANK!!!!!!!! I beilve
it's one of the game's best unit. However, the siege tank will always need
support because it has lot's of bulk and the enemy can rush it. The siege tank
is the master of defense. Put it behind bunkers and it will terrorize you
enemies with the arkilite shock cannon before they can get to your tank. Put it
on a cliff and watch it kill. Off course, you'll aways need SCVs to repair these
guys becasue they are very expensive. Marines will gaurd this unit very well.
The siege tank is also the master of offense. Put it behind your forces and
watch it massace the enemy units.
Air Units:
Waith-
The Terran's Air Superality Figher. It's mainly good for
attacking air, although in numbers, it can really do damage on the ground. One
of the wraith's main strengths is cloaking. In the begining of a game, you can
cloak and rush the enemy and it can do alot of damage. That's one of the good
strategies. The wraith is a good supporter for the battlecruiser. It will weaken
the target and the cruiser can do the main damage. Cloaked wraiths can also
attack scouts, mutalisks, especially gardians and corsairs. However, I don't
suggest a direct confrontation to a scout, devorer, or the mutalisk. Even though
the wraith is better than the muta, the muta is small and the wraith's missles
do concussive damage. The wriath will also do admirably for defense. You can
cloak it when the enemy attack and damage or destory some of thier units before
they get to your main defense. When the enemy get's to your main defense, it
will change it's target to the bunkers and stuff so you wraiths can attack and
they won't pay too much attention to them.
Dropship-
The Dropship is the Terran's main
transport unit. There isn't any particular tricks to this vessel. Drop units on
higher ground, drop ghosts to nuke, drop units for a mid-base attack or resource
strike. One of the effective way is to aviod all enemy units. Once you're
detected, you're screwed unless you have support. Another way is to use the
defensive matrix on it so it can with stand more fire. Dropping 4 tanks with 2
dropships will do alot of damage. It's just a transport!
Battlecruiser-
Ahh... the almighty Battlecruiser.
The flying fortress of the Terran fleet. This is a very powerful ship, but it's
also very expensive. I suggest you protect it with science vessels (to detect
and for defensive matrix), medics(anti-lockdown, anti-plague), SCVs(to repair),
and wriaths, valkeries and ground units. The Battlecruiser is only effective
with at least 6 of them. 12 of them can destroy a whole base within minutes. It
is also very good for defending, with 25 damage, it will piss the enemy off. The
Yamato Cannon is also a super-pwerful gun. With 260 damage, it can destory a
photon cannon, most units and missle turrets. Use the range as your advantage.
While you Yamato them, be out of the enemies' site range. You have to save your
Yamato energy though, make wise choices with it. The battlecruiser is slow so
when retreating, make sure it has cover. One good strategy is when the ground
units attack the front of the base, sneak like 6 battlecuisers to destory inside
the base when the enemy is bringing it's unit's to your main front assult. The
battlecruiser is also good for full frontal assults. Put them in the front so
they can take the damage for your weaker units. The enemy will definetly target
the battlecuiser because they belive it's the biggest threat. While drawing
fire, your other units can make the enemy's base a living hell. You might also
want to only send half of your battle crusiers then when the enemy is about to
destroy them send in your other battlecruisers this will really piss your enemy
off because he would have wasted most of his guys on the first assault.
Science Vessel-
The science vessel is expensive and it can't protect itself
becasue it dosn't have a main attack. Always cover it. The scinece vessel is a
detector meaning that you should bring it along with your attacking army to spot
cloaked units. Irradiate is one of the mosty powerful attack. It can destory
most zerg units and damage the units around it. It can also be used to attack
clusters of zealots or other grouped together bioligical units. Use it to attack
an overlord and if the zerg is slow, it will destory the units inside it. Use it
to dectect then irratiate the lukers that annoy you so much. You can destroy
half a zerg force before they get to your main defense by irradicating them.
Defensive Matrix is great! Use it to protect you front line units when attacking
or defending to make it almost invoneralble. Use it on dropships and
Battlecruisers. When an important unit is getting damaged, use it while you
retreat. You can also use this to charge the enemy. EMP Shockwave drains all
energy and shields from units. It is primarily a anti-Protoss weapon. Especially
use it on arcons becasue with out shields, they are sh*t. With only 10 hp, you
can massacre them. EMP a building before nuking. EMP and protoss defense or
attack to make it allmost as half as effective. You can also use it on energy
units like battlecruiser and queens. EMP a queen before they spawn broodling
etc.... The science vesel is a very cool unit, but it's very hard to master.
VALKYRIE-
The valkyrie is a super-powerful
anti-air unit. Use it when the zerg is advancing on you with clumped up flyers.
A few valkyries will kill them in no time. I also like to go overlord hunting
with these. A duel of valkyries will kill a overlord within seconds. The
valkyrie has a powerful widerange attack. It is basicly good for mostly all air
attacks. Use them to cover your battlecruiers against scourges.
ZERG:
Ground Units:
Drone-
The Drone is the recouse and
construction worker of the Zerg. However, once you let it morph into something,
you don't get it back. So you have to protect them well.
Zergling-
These little creatures are the light attack warriors of the Zerg.
Alothough there damage and hit points suck, they are extremly cheap. The
zerglings also build fast and you get two of them in one egg. I like to use the
zerglings as support units. The enemy will probably ignore the zerglings and
attack my ultralisks and hydras because they think the zerglings will do no
damage. That's wrong, many zerglings can do alot of damage. The reason is
becasue zerglings are small so they can get through the bigger units and they
can all swarm at one unit. The zergling can also attack very fast. The Zergling
is also a very good anti-nuke unit. What I do is to put them in a overlord. When
a nuke is about to launch, the overlord will detect it and i'll drop the
zerglins on the ghost. This is also good at the anti-siege tank unit. Becasue
when the enemy attacks, it will probably have it in seige-mode so it can't
attack the zerglins. The zerglins are good at attacking units with lots of bulk
like dragoons and goliaths. You have to watch out for muiltple siege tanks in
seige mode becasue the shock-wave will kill alot of zerglins in one shot. You
also have to watch out for reavers and air units.
Hydralisk-
The hydralisk is one of the best
units in the game. It is know as the "big marine". The hydralisk does
more damage than the marine and it has more hit points, but of course, it's more
expensive. Use the hydralisk like you'll use the marine. Build alot of
hydralisks and you'll most likely to survive. The hydralisk is an all around
unit. However, you have to watch out for siege tanks, becasue the hydralisk is
medium size, it is vunerable. You also have to watch out for small units becasue
the hydralisk does explosive damage. Burrow like 12 hydralisks and suprise the
enemy. When attacking, the hydralisk is usually the unit that does the most
damage.
Lurker-
The lurker is a heavy defense unit that is morphed from the
hydralisk. The lurker can only attack when it's burrowed. That has some good
parts and bad parts. The good part is that most enemies can't see you when it
attacks. The bad thing is that when you are moving it, it's very vunerable.
Also, the luker takes longer time to burrow than other units because it's so
big. I like to put the lukers in front of my sunken conolies so they can do alot
of damage. I like to think of the luker as a mobile sunken conlony. Another cool
thing about the lurker is that the units that are in the lurkers line of fire
also gets damage. It can kill clusters of units very fast. I also use it as
offense. I like to sneak lurkers into my attack force and attack the enemy and
they don't even notice it. I also like to drop lurkers in the enemy's recouse
center. They can kill all the gathers in seconds.
Ultralisk-
The
Ultralisk is the Zerg's heavy assualt warrior. It is similar to the Archon. One
of the good uses of the ultralisk is to use it as a "wall". What you
do is to always put the ultralisk in the front. The enemy will attack the
ultralisk. Using the advantage of the ultralisk and the many damage it does, the
ultralisk will do major damage to the enemy defense so your main hydralisks and
zerglings can do the main attack. Use the ultralisks to distract the enemy while
your other units attack the enemy defense. However, I don't use the ultralisk as
defense because it has too much bulk. A swarm of zerglings can cream an
ultralisk. Also, the ultralisk is too big and it get's into your other unit's
way when it comes to defending. However, the ultralsik is still a very good
unit.
Defiler-
The defiler is
the Zerg's "magic" ground unit. It is very fragile and doesn't have a
primary attack so you have to protect them. Dark Swarm is a abilty that literlay
covers your units. What I do is that I put the dark swarm on my hydralisks when
I am attacking a heavy defense. The hydralsiks are litteraly invisible so the
hydralisks can kill the defense while you send in the rest of your force. It is
like the opposite of the disruption web. Plague is also a very useful ability of
the defiler. However, the plague will not destory anything, but it will bring it
to very low life. I mean like 3 hit points. It is very useful on the Protoss
because it will only effect the hit points, but the Protoss won't be able to get
those hit points back. Consume is when a defliler eats it's own side's Zerg unit
to gain energy. The number of hit points of the unit is how much the defiler
gets. I don't suggest on cosuming ultralisks or hydralisks. I usually consume
broodlings and zerglings.
Infested Terrans-
This
is the a suicidal unit that does lots of damage. The good thing about the
infested Terrans is that it burrows, which means you can use it as defense. Put
it in the front of your defense and when the enemy is right below your infested
Terrans, unburrow and attack! Another thing you can do is to dark swarm a little
defore the defense and destroy the enemy's defense so you can send your forces
in. At this time, the dark swarm is still present so you can take adevantage of
it. Lots of Infested Terrans can wipe out whole ground armies in minutes. One of
my personal favorites.
Air Units:
Mutalisk-
The mutalisk is the basic
Zerg attack flyer. It has a pretty good ground and air attack damage and an okay
hit points. However, I won't be flying a group of these into a enemy base
becasue you'll probably get your ass kicked. In order to be effective, you need
at least 6 mutalisks. Mutalisk are very good at supporting hydralisks. Also, a
muta rush is very effective becasue you might be able to rush with them before
the enemy can fully develop their air defense. Another good thing about the
mutalisks is that they build faster than other flyers and they are cheaper.
Also, they are small size, meaning that most anti-air weapons will only do 25%
of thier total damage becase most of them are explosive. A good idea is just to
mass produce, but remember that a battlecruiser can kill 4 mutalkisks together
and 6 separate. Another thing you can do is that if a mutalisk is heavily
damaged, send it back to your base and morph them into guardians or devourers
and they will be at full life. Also When a Muta fires once it will bounce off
and hit two other units so they will die faster.
Guardian-
The Guardian is one of the most powerful flyer of the Zerg. It
can only attack ground and it does only 20 damage, but it fires pretty fast.
Also, it builds faster and it uses only 2 supply units. I perfer to use the
guardian as an air artillery. I put it in the back of my attack force and watch
it attack away. A guardian rush is also very good. Get like 12 guardians very
fast and rush the enemy, they'll probably won't be fast enough to hold of the
attack. Guardians are also good at defense. Put like six behind your sunkens and
they will kill all the ground units very fast. The Guardian is a good unit, but
it can't attack air so it'll always need support.
Devourer-
The devourer does 25 damage, but it
takes a really long time to fire again! A wraith can fire 3 times before this
thing can fire once! I say, the only good thing this can do is if you have lots
of them. 10 is the minimum for a good attack. One of the thing it can do is that
each shot makes an acid spore on the unit and the units near it. The number of
acid spores means that the unit will suffer that much greater damage more. Let's
say that a mutalisk has 100 hit points, but it has 5 acidic spores. When a
marine fire at it, it will do the regular 6 damage and then it will add another
5 due to the acidic spore. Get it? Good! The main thing I use with this unit is
gardian support becasue the gardian can't shoot air. I also use this to cover
the spore colonies.
Scourge-
This unit isn't bad. Because one egg can hatch two, just like the
zerglings. These suicidal units are very cool. However, I won't send them in
small units like corsairs and wraiths. Sending them on carriers,
battlecruisers(warning: one shot from a battlcrusier can kill one, so be
careflul!), scouts, gardians, and etc.... They are the best at destroying
carriers because they are fast and the carrier still has to send out it's
interceptors. Always keep at least 12 of these units around.
Queen-
The Queen is the air
"magic" unit of the Zerg. It's pretty good because it's fast and I
think it's one of the best scouting unit. However, it dosn't have a direct
attack so you have to rather cover it or use the queen's speed to run for it.
Parasite is one of the coolest abilty of the queen. It sends a little bug to an
enemy unit and you can see what it sees. I use it to scout. Usually, you should
parasite the enemy's scouting unit and their resource units. Also, a parasite
will make cloaking or burrowing incapable. However, in Brood Wars parasiting
Terrans can only give you a temperary view because they have the medic. Ensare
is when a Queen makes a unit move very slow. It's useful in slowing down
resource gathering for the enemy or slowing down the attack so it you can kill
the enemy. You can slow down a running away unit so you can catch up. The best
thing I think is that it detects. If you have no overlords nearby and you think
you know where the ghost is, ensare it. This is also pefect to stop a cloak
wraith strike because it cancels thier cloaking and they can't run away.
Broodling is when a Queen kills an organic unit and creates two zerglin-like
units for you that pop out of the dead body. It's very useful when it comes to
spawn broodlings on dragoons or siege tanks. You can do this on: all Terran
ground units, all zerg ground units and all Protoss ground units except for the
reaver and the probe. The two broodlings are very smilar to the zergling. I
usually feed them to my defilers or use them to support my attacks, or send them
out to scout.
PROTOSS:
Ground Units:
Zealot-
A Zealot is the most basic unit of the protoss force. Although
it's the most basic, it has lost's of punch. It is superior of the Terran
marines and the Zerg zerlings. However, it has two main disadvantages: It's
takes two psi and 100 minerals! That's double the amount of the marines. Another
big disadvantage is that it can't hit air, so make sure you always guard it with
dragoons or air units. One strategy is right in the begining of the game, you
get like 6 zealots and march directly to the enemies' resource center so the
enemy can't build. Then you send in your reinforcements to finish them off.
Another good use of zealots is support for reavers and air forces. It will do
melee damage for the close range units. You have to watch out for battlecruisers
when using zealots because they can kill zealots really fast. You also have to
watch out for firebats because they are also good at killing zealots. However,
the zealot is still worth it.
Dragoon-
The Dragoon is the basic all around unit for the Protoss. It does
the same air and ground damage. It's punch is very powerful(20 damage). However,
it does explosive damage, meaning that zegling rushing can be very dangerous to
the dragoon. Also, marines can do alot of damage. When attacking Terrans, never
put them in the front because the siege tanks will destory them before they get
to attack. Dragoons are very effective at base defense and killing large air
units like carriers and cruisers. A few dragoons can destroy a battlecrusier
easily. They are like mobile photon cannons. They do the same damage as photon
cannons, except that they do explosive damage and they have longer recharge and
alittle less hit points. Dragoons are good support for templars and zealots. Put
them in the middle and the back of your force for maximum effect.
Probe-
The probe is easy, use it to build
and gather. One thing is that you should protect them becasue without minerals
and vespene gas, you're dead. Probes are special because all you have to do is
open a warp rift and you can go on your next task. A good strategy is when you
are attacking, bring a few probes to build photon cannons or gateways to harrass
the enemy even more.
High Templars-
The High Templar is can easily be the Protoss's most power unit.
However, it has low shields and hit points so you have to protect them. This
unit also dosn't have a primary attack so it's very vunerable. Psionic Storm is
one of the templar's most powerful abilty. Use it on clustered units. Using it
on zergling rushes is very useful. Also, you can use it on clustered
battlecruisers. Do it a few times and it will destory them if they don't move.
Also, use it to attack resource gathers. It can destory them very fast and will
surely piss off the enemy. Use it also when it's under attack. Hallucenation is
a very useful ability. Use it to distract the enemy. The hallucenation makes two
copies of the original. It will have the same life, but will not do any damage.
To you and your allies, they will seem blue, but to the enemy, it will seem the
same. Archon is when two high templars meld together to make a super-powerful
entity.
Archon-
An Archon is a superpoweful unit that is made with two high
templars. It has a hell lot of shield points, but if the Terrans use EMP, then
you are screwed because the Archon has only 10 hp. One of the thing about Archon
is that the plague from the defiler will be shit because it only has 10 hp.
Archons are great for full-wide attacks and support. Since it can also shoot
air, it dosn't need much air support. The only problem for this unit is that it
has short range. Archons are not only great at offense, but also defense. Put it
in the front of your defense. It's powerful short-range defense will kill alot
of enemy units while the archons distract them as well as your photon cannons.
Zealots and other defensive units can beat the living hell out of the enemy.
Dark Templars-
The Dark Templar is a very powerful unit. It does 45 damage in
one attack! However, protect it like the zealot becasue it can't attack air.
This is also a fragile unit so make sure you protect it. A good strategy is to
rush in early before the enemy can get a detection defense. It will usually kill
them. However, if the enemy has a detector defense, then you're screwed. When
attacking, put the dark templars in the middle and the front of your force. This
will protect your force against most ground units. The archon and dark templar
will make a good combo because of super ground attack and a good air attack.
Also, like the archon, put them in the front of the defense so they can attack
the enemy with out them detecting them. To sum up, the dark templar is a very
powerful unit.
Dark Archon-
The Dark Archon is made up of two dark templars. Like the
archons, they meld together. Alothough the dark archon can't do any regular
damage, it's abilities are very powerful. Feedback is when the dark archon
damages all energy-use units. Ex: Battlecruisers, science vesels, defilers, high
templars, etc..... It does the same damage as the unit's energy. Let's say that
a queen has 50 energy and the dark archon feedbacks it. The queen's energy will
disapear and the 50 energy damages the queen so it does 50 damage on it.
Malestorm is a abilty that the dark archon to stop organic units for several
seconds. Let's just put it this way: It's a lockdown for organic units, for a
wider range and less time. Use it when the enemy is rushing you with zerg so you
can paralize them to damage them before they get to move again. Also, it's a
good idea to malestorm marines that guard a seige tank so you can get to kill
the tank. Mind Control is one of the cheapest and the best abilty of the dark
archon. One of the good strategy is to mind control the most powerful unit in
their attack force or their defense you get an extra unit. Another good idea is
to mind control something when your dark archon is under attack to protect it so
it can run because the dark archon is very expensive. The dark archon also loses
all shields when it uses mind control. So be careful. The cheapest strategy is
to mind control a SCV or a drone, then recall it to your base with a arbiter.
That way, you get the other side's units and you get an extra 200 supply. The
thing is protect the new units!
Reaver-
The reaver is like the protoss version of the siege tank.
However, it's slower and each shot needs money. A scrab is 25 minerals.
Alothough it cost's money, it's worth it. 100 damage with a splash effect. If
you are lucky, you can kill up to 8 zerglins or marines with one shot. A very
effective strategy is to drop reavers into the enemy base so it will surprise
them. Like siege tanks, put reavers on the back or your force and be careful!
They can attack your own units too with the splash effect. Put them on behind
your photon cannons like siege tanks. One disadvantage is that the scrab has to
travel on the ground which means that it can't fire on higher ground like the
siege tank. Also, it is more expensive than the tank, but I think it's worth it
sometimes.
Air Units:
Scout-
The scout may sound like only a "scout" in fact, it's
more powerful than the wraith (not including cloaking). It's anti-air(28 damage)
is more powerful than a battlecruiser! When attacking, send several scouts to
harrass the enemy on the front. Put a few scouts in your defense and watach it
kill air! The scout can also attack ground, but it's not that powerful. Watch
out for a pack of marines! They can bring down scouts very fast! Use the scout
to attack ground units that can't attack back. Also, use it what it is, a scout!
However, the scout is expensive so it's not a really good idea to lose one.
Don't use them to attack a group of marine-bunkers cuz they will kill you.
Carrier-
Ahhh... the almighty carrier, it
can easily be one of the game's most powerful air unit. It's power is similar to
the battlecruiser, they're both super-powerful ships. The carrier builds
intercepters and they attack, not the carrier. However, if you don't upgrade the
carrier's intercepter capacity, then it's shit. Use the carrier for full-wide
attacks. Another good stratgy is to attack anti-air "towers" like
photon cannons, missle turrets and spore colonies, Although the intercepters
will get hit, they have a good amount of shield and hit points and since they
are so fast, they barely get hit. Just watch out for cloaked units, marines,
goliaths and valkyries.
Corsair-
This is the protoss equal to the
zerg devourer and the terran valkrite. Well, not really, the corsair isn't even
as half as powerful. However, it's cheap and it's fast. Although it does onlt 5
damage, it can attack very fast. It's even faster than the zerling! Corsairs are
good at covering your larger air units like the carrier and scouts. It, however,
has a very powerful abilty the disruption web. Disruption Web is a very powerful
ability. It disables all weapons on the ground for a certain time and a certain
range. This is mainly used to disable the ground defense so you can attack them
easily. You can also use this on anti-air buildings so your air forces can drop
your units or attack with air. To counter this, always put air units around and
mobile units.
Arbiter-
The Arbiter is a very powerful unit. Although it does only 10
explosive, it has many good abilities. Also, all friendly units surrounding it
will be cloaked. The bad thing is that a arbiter can't cloak another arbiter.
You also have to protect it becasue it's very expensive and take a long time to
build. Stasis Field makes a unit not able to move and invunerable for a pretty
long time. Let's just put it this way: a lockdown that also makes the unit
invunerable and has a little range effect. One good use is to stasis field the
main defensive units of the enemy so your units can take out the enemy defense
one by one. Recall is a very useful abilty. Bring an arbiter near a enemy base
and recall a group of units for surprise attack. Also, your units are also
cloaked! When attacking, use recall for renforcements. When in base defense,
recall units so they can help in the defense. It's very useful, but there isn't
much explaination for this.
Shuttle-
It is a transport unit. Just protect it and you can use it bring
rienforcements. Also, if you mind control on of these or another transport unit,
you get all the units inside.
Observer-
The observer is the Protoss's detector.
It's always cloaked so you can use it to scout. A good idea is to place them
over resource nodes so you'll know when the enemy wants to expand and attack it.
Also, place observers around your base so there isn't any surpises when the
enemy uses cloaked units. Alaways remember to put oberservers in your force so
the cloaked units can't surpise you.