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Land Strategies

Here's a few simple ways on how to handle your opponents...

Terran's have a slow immobile army, since the main core comprises of infantry and tanks. So don't expect to win by using attack move commands all the time. Now depending on your opponent, you must change your build order after the first 2 barracks, 2 depots, and refinery. (note: some maps are very long allowing you to tech faster, so make note that a standard build refers to maps as lost temple)

-=Protoss=-

If you're up against a Protoss player, you must go dual factories. Building mulitple barracks is suicide, since you will be contained without mobile detection. So whenever you reach 200/100 resources ( around your 3rd depot ), build a factory. Since your terran you MUST scout often and efficiently. Try not to lose your scouting SCVs, or else you're in trouble. Things to look out for are and early core and gas. If you see an early core without a second gateway, you can expect reavers or dark templars.

Either way you must throw up another facrtory and engineering bay. Run your SCV away, and hide it safely, and remember to come back to later to see which of the 3 paths he went.

1) He may have started researching range for goons, so this is a minor threat, turrets won't be needed anytime soon.

2) He started a citadel, so you must start researching mine for your vultures, which you shoulda done anyways.

3) He started a robotics, so prepare dual turrets at the back where u expect a drop and keep a tank there, as well as a tank at your front with marines around the tank but not close. (note: you should make sure that those structures complete, a toss player can always cancel those structures, and change strategies.)

Well not altering your build too much, let me continue. Research spider mines and crank out vultures as well as keeping up with marines, scvs, and depots. Now mine your choke taking as much territory without over extending yourself. Send a marine out to scout the outer perimeter of your opponent's base and try to place as many mines there as possible. After researching mines, begin researching siege, and crank out tanks out of that 1 factory and vultures out of the 2nd. You should also build an engineering bay if u suspect DTs around the time of ur factory if he's going turbo dt rush. Otherwise build a bay now.

You should be able to place siege tanks behind your mines at either your choke, or your opponent's perimeter. Now you should star construction of a command center. and start upgrading your marines. A starport is then needed, so build that as well. Afterwards, you must build more of the appropriate structures to produce an efficient army. and another engineering bay to get dual upgrades, as well as an academy.

Things that work are:

1) mines, a great deal of them supported by tanks in the back, and decent size of marines.

2) science vessels, for detection, and defensive matrix, and possibly EMP and irradiate.

3) tanks, spread out so storm won't kill you, as well with a decent mine field to protect against zealots.

4) ghosts, you'll need these, so get cloak and lockdown, and then more energy. Use them to kill templars by using cloak, and lockdown whatever you feel necessary.

5) 3/3 marines + stimpack, these guys own, besides a toss player will be 3/3 as well, so don't fall behind.

6) dropships, yea you'll most likely need these to transport and hit toss bases that are too far to travel by foot.

Make sure you scout, leave marines everywhere to see shuttles coming in as well as when he's expanding. You must match his expansions or else you'll lose.

-=Zerg=-

Well getting an academy is important and building a 3rd barracks and fatory is fine. Scout well or else you'll lose to lurkers. Basically press hard with marines and medics with stim/range. There are a few things to look out for.

1) He sunkened lightly at his epansion, so constantly check with scvs running in and out, w/o losing the scv of course, and see when your army that's camped outside can force your way in.

2) no expansion but lair, den, which means either hydras/lurkers or mutas, so get a bay asap and spidermines, which may or may not be in time, but you will be able to get turrets that's for sure, so keep a small force outside and scan his base looking for mutas or lurkers. Stim and and a scan can rid you of lurkers, or if they happen to run into your mine field even better.

Either way you must extend your control and take the choke so you can expand. Mutalisks aren't a threat as long as u know they're coming, basically build 4-6 turrets at your main and that's it, marines + medics is strong enough by themselves to hold out in the open

Expand, and throw up a starport and armory, as well as two more barracks. Try to scout as well as possible keeping tabs on how many bases, how many units, how much teching. Get a science facility as well as 2 more starports, and another engineering bay. Your goal is to get vessels + irradiate + extra mana, and 3/3 marines + stim/range + medics + extra mana. Scanning his lair will reveal that he still has a lair or he has a hive. If it still a lair, expect a drop, so build more barracks, and have some of your raxes rally point to the inside of your base. If its a hive, start valkyries, and irradiate.

By the time you have your 1st vessel, you should push out a lil further and start building several bunkers, like 5-6, and maybe a tank or two, and take a 3rd expansion. Eventaually you'll have 2/2 marines and a decent group of valks, vessels to push out. Make sure to keep producing marines and barracks. you can easily run the map over with 3/3 marines + vessels.

Things that work:

1) marines + medics, they're efficient.

2) 3/3 upgrades, this is a necessity.

3) expanding, marines cost minerals, so more minerals = more marines + more barracks.

4) Irradiate, too useful.

5) Valkyries, if a Zerg plans on using guardians, use irradiate and valks, they are more than adequate.

-=Terran=-

Well terran, is basically a wraith war. Tech to wraiths while you crank out marines. Get a bay, and start turrets by the time you start researching cloaking. Once you have 2 ports pumping wraiths and marines, expand and start building more wraiths and marines. All the time trying to kill stray tanks and possibly even kill the player if he has too few turrets.

Keep up with upgrades and build a science facility and a dropship. Escort your dropship to his ledge with your wriaths/vessel and siege away. All the time you are controlling the map with marines overlooking the paths and expansions. Simply expand and turret that base up for dectection, and build more barracks. Eventually you'll need a battle cruisers to yamato tanks. Simply use 3-4 tanks to keep him at bay from your closest expansions, while u use wraiths to keep him away from your ledges.

Eventually he'll spread thin and you can starve him, or use your huge marine army to hit his units out in the open. Just contain him from getting a 3rd base and you'll do fine. You probably won't need ghosts since a wraith army can wipe out a battlecruiser fleet, also you have been building a marine army, so your bases are fine, let him try to attack.

Things that work:

1) wraiths, they work fine, early in the game where detection is scarce. This allows you to contain as well as expand.

2) marines + medics, you need these to counter your opponent's wraiths, so keep them stationed at your expansions next to turrets.

3) 3/3 upgrades, yes they're needed.

4) tanks, just a few so that he can't beat your land army. 5) dropships, tanking off ledges is just too easy once you have air superiority.

5) comstat, you must have comstat to scan for wraiths/ghosts.

6) valkyries, to win the wraith war onto your side.

7) Battlecruisers to destroy mass tanks.

Email: rosco_7@yahoo.com