0
Strategies
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P R O T O S S
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DARK TEMPLAR SNEAK ATTACK
--------------------------
Basically, you are making a frontal attack with Zealots,
Dragoons, Templars, and Dark Templars. But while the lots,
goons, and templars are busy attacking, you run the dts,
to the mineral production of you¦re opponent. I haven¦t
gotten this to work with zerg yet (mainly because of their
overlords can detect dts so easily).
Order of Buiding Process:
Pylon - 7
Gateway - 7
Assimilator - 9-11
2nd Gateway - 12
Core - Should be done by the 15th probe
Citadel
Templers Archives
3rd Gateway
Obviously, this can be changed somewhat. Add pylons when
necessary. On you¦re 9-11 probes, put them on the gas, 12-15
on minerals again. When a probe is waiting for something to
build, have it get some minerals. Depending on how good, you
may get another nexus in. I¦ll update this more as I use it.
(Terran)
10 Zealots, 5 Dragoons, 2 or 3 Templars, and 4 Dts
Of course, these are rough estimates. It depends if you
know where you¦re opponent is. If you have a good deal
knowledge what he has and where, this can be a piece of
cake. Just about any terran user will have bunkers and
tanks. If he has a wall of depots, get a reaver to take them
out, have the lots and goons distract, while the dts go
for the comsat, and then turrets if he has some. Easy
kill after this. During the attack, build some more
units to take out SCVs that try to run. The templars are
only there for more expert players, but they are nice.
(Protoss)
10 Zealots, 5 Dragoons, 6 Dark Templars
Again, more dts will help out, but the deal with this
strategy is to distract the cannons with the lots and
goons. The Dark Templars can eat alive cannons, and
most likely, you will face someone who only uses one or
two pylons. The Dragoons are for the pylons, while the
lots take care of the cannons.
(All 3 Races)
2 or 3 shuttles, and 8 to 12 dark templars.
This takes a bit more time, but almost no player on B.net
gets turrets around his minerals. Begin with the Robotics
Factory just when you start building Dts. Load them up
into the shuttles, and drop them on their minerals. You
won¦t be able to take out all of their defense, but losing
their mineral production is just as deadly.
------------
CORSAIR RUSH
------------
This is interesting rush, and I got nailed by it by someone,
so I know it works. This only works on Island maps and when
you¦re opponent is Zerg.
Order of Buiding Process:
Pylon - 7
Gateway - 7
Assimilator - 9-11
2nd Gateway -12
Core - Should be done by the 15th probe
Starport
Robotics Factory (To shuttle ground units)
-YOU SHOULD WE READY TO ATTACK ONCE YOU NAIL THE OVERLORDS-
Ok, get 3 or 4 quick corsairs, and rush to where ever you¦re
opponent is. Nail his ovies, hopefully he has them all
bunched together. If done quick enough, he should have much,
and is probably building a squire for a muta rush. Nail
the ovies, and any muta that pops up. When all is clear,
launch you¦re shuttles (or carriers if you¦re quick). He
shouldn¦t have much, because you¦re corsairs were nailing
his supply limit. Keep sending corsairs over, to take out
overlords quicker. Theres alot of different things you
can do once you nail his ovies, but most likely he is dead.
-----------
REAVER DROP
-----------
Order of Buiding Process:
Pylon - 7
Gateway - 7
Assimilator - 9-11
Core - 12
Robotics Factory - 15
Robotics Support Bay -15
2nd Robotics Factory
This one is pretty simple. On the first RF, build the reaver
while on the 2nd RF build the shuttle. Of course, you¦re going
to want to build defense, and someother kind of offense. Drop
the reavers right on you¦re opponents minerals, and bye bye to
his production line.
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T E R R A N
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-----------
MARINE DROP
-----------
Barrack - 8
Depot - 9
Gas Factor 10-12
Factory w/ machine shop -13
Starport w/ tower -15 or 16
2nd barrack
Simple strategy. Basically, its a normal drop on an opponents
minerals. You can add firebats (especially of its protoss) but
basically you want 2 drop ships with marines (mixed with firebats
is a possibility). This doesnt take much time to do, so its as
deadly as a reaver drop.
------------
TANK TACTICS
------------
Use the same method of building as above. Tanks are the most deadly
ground unit in the game. IF used right, nothing can survive. They
are cheap, and can be built very early in the game. The best way
to attack, is to transport tanks, and ground support right on the
area where you¦re opponent is. Heres a couple of different set ups.
(Set ups are based on BufferOverflow¦s strategy)
3 Dropships
+ 2 Seige Tanks
+ 2 Goliaths
+ 1 Ghost
+ 11 Marines
4 Dropships
+ 4 Seige Tanks
+ 2 Goliaths
+ 11 Marines
+ 1 Ghost
+ 2 Wraiths
The 2nd set up has a lot more bang, but also takes a little longer.
Suggestion: Know what you¦re opponent has and is doing. You want
the larger force if he has a lot of ground units coming, but if
hes hanging aorund trying to get the big stuff, the ¦lighter-
set up is just as deadly.
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Z E R G
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-----------
LURKER DROP
-----------
Another drop.
Spawning Pool - 8
Overlord - 8 (again)
Extractor - 9-11
Hydralisk den - 12 (upgrade to lair)
Learn lurker ability as well as
trasport and speed ugrade for ovie
Drop on minerals. Enough said. Without any detection, this is
the most deadly drop there is.
----------------
ZERG POWER BUILD
----------------
Spawning - 8
Build 8 again
Overlord
Build 9-12
Build 6 zerglins (3 eggs; once spawning pool is up)
Build Drone to make Extractor
Build 3 for gas
Keep on buidling zerglins until you reach 300 minerals
Build 2nd Hatchery
Continue with zerglings on the 1st, drones on the 2nd
For best use of minerals, have 2 per block.
Build 3rd hatchery once minerals are there
Build 2 Evo Chambers (upgrade attack, and carapace.
Build Hydralisk Den, and start racking out Hydras from the 3rd.
Upgrade to a Lair, and get the added upgrades on the Den
One power build I use. You should attack you¦re opponent
multiple times before you get the hydras. At this point,
I leave you with a number of options. Mass hydra, lurker
drop, and Guardians. If you¦re quick enough, the opponent
should be in weak shape and any attack should take him out.
----------
MASS HYDRA
----------
Use the same building order as you did to do the lurker drop,
but instead, make you¦re focus on 48-60 hydras. With 3 or 4
hacteries, this can be done within a couple of minutes, and
if executed correctly is dangerous as hell. A good strategy
is to add in a couple of hydras to nail anything that trys
to escape and to distract help if its a 2v2 or 3v3. A
common strategy though.
--------------
ZERGLINFG RUSH
--------------
(By Hone from starcraft.org)
Heres a beautiful little strategy. Use it well.
Build drones until you have 8 drones harvesting minerals
Morph an overlord
Build 9th drone
As soon as your overlord hatches build your 10th and 11th drone
As soon as larvae is available build your 12th drone
When you have about 130 minerals in the bank send a drone to your
natural expand
Build 1 more drone to build a second
hatch
Build a spawning pool as soon as the minerals are available
As soon as you have 160 minerals send a drone to build a 3rd hatch
at your ramp
Morph an overlord as soon as 100 minerals are available
Do not build any more drones
Hot key the area directly outside your expand with shift-[F3] (this
is where much of the initial fighting is likely to take place
As soon as your pool is finished start morphing zerglings, hopefully
you will not have to make any other units or building except for
zerglings and overlords for the rest of the game
The key to this strategy is to not lose a drone. You just have
enough to get the minerals. Also you need to be quick, or a
group of zealots could be the end of your life.
------------------------------------------------------------
P R O T O S S
------------------------------------------------------------
--------------------------
DARK TEMPLAR SNEAK ATTACK
--------------------------
Basically, you are making a frontal attack with Zealots,
Dragoons, Templars, and Dark Templars. But while the lots,
goons, and templars are busy attacking, you run the dts,
to the mineral production of you¦re opponent. I haven¦t
gotten this to work with zerg yet (mainly because of their
overlords can detect dts so easily).
Order of Buiding Process:
Pylon - 7
Gateway - 7
Assimilator - 9-11
2nd Gateway - 12
Core - Should be done by the 15th probe
Citadel
Templers Archives
3rd Gateway
Obviously, this can be changed somewhat. Add pylons when
necessary. On you¦re 9-11 probes, put them on the gas, 12-15
on minerals again. When a probe is waiting for something to
build, have it get some minerals. Depending on how good, you
may get another nexus in. I¦ll update this more as I use it.
(Terran)
10 Zealots, 5 Dragoons, 2 or 3 Templars, and 4 Dts
Of course, these are rough estimates. It depends if you
know where you¦re opponent is. If you have a good deal
knowledge what he has and where, this can be a piece of
cake. Just about any terran user will have bunkers and
tanks. If he has a wall of depots, get a reaver to take them
out, have the lots and goons distract, while the dts go
for the comsat, and then turrets if he has some. Easy
kill after this. During the attack, build some more
units to take out SCVs that try to run. The templars are
only there for more expert players, but they are nice.
(Protoss)
10 Zealots, 5 Dragoons, 6 Dark Templars
Again, more dts will help out, but the deal with this
strategy is to distract the cannons with the lots and
goons. The Dark Templars can eat alive cannons, and
most likely, you will face someone who only uses one or
two pylons. The Dragoons are for the pylons, while the
lots take care of the cannons.
(All 3 Races)
2 or 3 shuttles, and 8 to 12 dark templars.
This takes a bit more time, but almost no player on B.net
gets turrets around his minerals. Begin with the Robotics
Factory just when you start building Dts. Load them up
into the shuttles, and drop them on their minerals. You
won¦t be able to take out all of their defense, but losing
their mineral production is just as deadly.
------------
CORSAIR RUSH
------------
This is interesting rush, and I got nailed by it by someone,
so I know it works. This only works on Island maps and when
you¦re opponent is Zerg.
Order of Buiding Process:
Pylon - 7
Gateway - 7
Assimilator - 9-11
2nd Gateway -12
Core - Should be done by the 15th probe
Starport
Robotics Factory (To shuttle ground units)
-YOU SHOULD WE READY TO ATTACK ONCE YOU NAIL THE OVERLORDS-
Ok, get 3 or 4 quick corsairs, and rush to where ever you¦re
opponent is. Nail his ovies, hopefully he has them all
bunched together. If done quick enough, he should have much,
and is probably building a squire for a muta rush. Nail
the ovies, and any muta that pops up. When all is clear,
launch you¦re shuttles (or carriers if you¦re quick). He
shouldn¦t have much, because you¦re corsairs were nailing
his supply limit. Keep sending corsairs over, to take out
overlords quicker. Theres alot of different things you
can do once you nail his ovies, but most likely he is dead.
-----------
REAVER DROP
-----------
Order of Buiding Process:
Pylon - 7
Gateway - 7
Assimilator - 9-11
Core - 12
Robotics Factory - 15
Robotics Support Bay -15
2nd Robotics Factory
This one is pretty simple. On the first RF, build the reaver
while on the 2nd RF build the shuttle. Of course, you¦re going
to want to build defense, and someother kind of offense. Drop
the reavers right on you¦re opponents minerals, and bye bye to
his production line.
------------------------------------------------------------
T E R R A N
------------------------------------------------------------
-----------
MARINE DROP
-----------
Barrack - 8
Depot - 9
Gas Factor 10-12
Factory w/ machine shop -13
Starport w/ tower -15 or 16
2nd barrack
Simple strategy. Basically, its a normal drop on an opponents
minerals. You can add firebats (especially of its protoss) but
basically you want 2 drop ships with marines (mixed with firebats
is a possibility). This doesnt take much time to do, so its as
deadly as a reaver drop.
------------
TANK TACTICS
------------
Use the same method of building as above. Tanks are the most deadly
ground unit in the game. IF used right, nothing can survive. They
are cheap, and can be built very early in the game. The best way
to attack, is to transport tanks, and ground support right on the
area where you¦re opponent is. Heres a couple of different set ups.
(Set ups are based on BufferOverflow¦s strategy)
3 Dropships
+ 2 Seige Tanks
+ 2 Goliaths
+ 1 Ghost
+ 11 Marines
4 Dropships
+ 4 Seige Tanks
+ 2 Goliaths
+ 11 Marines
+ 1 Ghost
+ 2 Wraiths
The 2nd set up has a lot more bang, but also takes a little longer.
Suggestion: Know what you¦re opponent has and is doing. You want
the larger force if he has a lot of ground units coming, but if
hes hanging aorund trying to get the big stuff, the ¦lighter-
set up is just as deadly.
------------------------------------------------------------
Z E R G
------------------------------------------------------------
-----------
LURKER DROP
-----------
Another drop.
Spawning Pool - 8
Overlord - 8 (again)
Extractor - 9-11
Hydralisk den - 12 (upgrade to lair)
Learn lurker ability as well as
trasport and speed ugrade for ovie
Drop on minerals. Enough said. Without any detection, this is
the most deadly drop there is.
----------------
ZERG POWER BUILD
----------------
Spawning - 8
Build 8 again
Overlord
Build 9-12
Build 6 zerglins (3 eggs; once spawning pool is up)
Build Drone to make Extractor
Build 3 for gas
Keep on buidling zerglins until you reach 300 minerals
Build 2nd Hatchery
Continue with zerglings on the 1st, drones on the 2nd
For best use of minerals, have 2 per block.
Build 3rd hatchery once minerals are there
Build 2 Evo Chambers (upgrade attack, and carapace.
Build Hydralisk Den, and start racking out Hydras from the 3rd.
Upgrade to a Lair, and get the added upgrades on the Den
One power build I use. You should attack you¦re opponent
multiple times before you get the hydras. At this point,
I leave you with a number of options. Mass hydra, lurker
drop, and Guardians. If you¦re quick enough, the opponent
should be in weak shape and any attack should take him out.
----------
MASS HYDRA
----------
Use the same building order as you did to do the lurker drop,
but instead, make you¦re focus on 48-60 hydras. With 3 or 4
hacteries, this can be done within a couple of minutes, and
if executed correctly is dangerous as hell. A good strategy
is to add in a couple of hydras to nail anything that trys
to escape and to distract help if its a 2v2 or 3v3. A
common strategy though.
--------------
ZERGLINFG RUSH
--------------
(By Hone from starcraft.org)
Heres a beautiful little strategy. Use it well.
Build drones until you have 8 drones harvesting minerals
Morph an overlord
Build 9th drone
As soon as your overlord hatches build your 10th and 11th drone
As soon as larvae is available build your 12th drone
When you have about 130 minerals in the bank send a drone to your
natural expand
Build 1 more drone to build a second
hatch
Build a spawning pool as soon as the minerals are available
As soon as you have 160 minerals send a drone to build a 3rd hatch
at your ramp
Morph an overlord as soon as 100 minerals are available
Do not build any more drones
Hot key the area directly outside your expand with shift-[F3] (this
is where much of the initial fighting is likely to take place
As soon as your pool is finished start morphing zerglings, hopefully
you will not have to make any other units or building except for
zerglings and overlords for the rest of the game
The key to this strategy is to not lose a drone. You just have
enough to get the minerals. Also you need to be quick, or a
group of zealots could be the end of your life.