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StarCraft Strategy Protoss - How to Play Effective Midgame Defense As Protoss on StarCraft 2
Having exceptional defense is an important StarCraft strategy protoss players, especially when it comes to midgame. While protoss is a very powerful race with a number of awesome racial attacks and abilities, its one major drawback is that your protoss units can be easily neutralized if your economy is disrupted or if your pylons are destroyed. It takes a lot of time and resources to rebuild destroyed units and facilities, and while you are in that process, your enemies can rush and harass you incessantly.
Thus, it is essential for you to learn good defensive StarCraft strategy protoss. Here are a couple of tactics that are popular among veteran StarCraft 2 protoss players.
High Templar Defense
Leaving a lot of high templars stationed around your home base, especially in the bottlenecks where your enemies will have to crawl through to get to you, is an awesome method of defense that will make your enemies think twice about attacking you without a massive army in tow. These high templars will devastate any incoming attackers, whether they are ground or aerial troops. If they run out of energy in the middle of a skirmish, you can always merge pairs of high templars and transform them into archons.
Photon Cannon Farms
The protoss photon cannon is a versatile defensive unit, as it can attack both the ground and air units deployed by the enemy. They are also very nice support units to your defensive high templars. It is always a good idea to build a number of these and position them scattered all over your base. However, try to avoid clumping them together in the so-called "cannon farm" position because this will only make them vulnerable to air attacks and defilers. Make sure that they are well-spaced for good blasting action.
You will never find a lack of good strategies online to be able to play StarCraft 2 as protoss and survive your midgame and win the campaign. But whatever StarCraft strategy for protoss you use, you should bear in mind that what matters in the end when you play this fabulous strategy game is your own ability to adapt quickly to the situation you are in. As long as you understand the basic StarCraft 2 protoss gameplay, you will be able to dig yourself out of any hole into which your enemies have forced you.
The Importance of Build Orders in StarCraft Strategies
There is a line drawn between how the game of StarCraft II is played at the novice level and at the expert level. One of the core StarCraft strategies that defines this line is the build order. A strong and consistent build order is crucial for any player who intends on moving up into the ranks of diamond league or finally besting that insufferable friend who never loses. There are many different build orders, and they all vary widely from race to race and battle plan to battle plan. Having a solid stable of build orders, and practicing them until they become second nature, allows a player to use different strategies on the fly in each game in a systematic, precise and efficient way.
On the surface, build orders appear to be unimportant, especially in the early going. It doesn't seem obvious that the difference between building four SCVs, then a barracks and building three SCVs, then a barracks, then another SCV, could be a crucial factor in who wins and who loses, but in many cases in high level play, a decision along those lines can carry that kind of weight. The difference adds up: the latter may allow for offensive production faster, but the economic cost is to be reckoned with. It's not just that a barracks costs 150 more minerals than an SCV; the player who uses the latter also loses the resource stream that extra worker would have provided. Those shipments of five minerals per trip compound very quickly, as anyone who takes the time to observe a worker unit in action will see.
The ultimate purpose of a build order is to maximize efficiency between building harvesters, teching up and creating units, without running low on resources or having an unnecessary and unused surplus of resources. Having a large surplus of resources sounds good in theory, but probably means that a player has built too many harvesters too quickly, and has not paid sufficient attention to teching up and building an army. A player with a large surplus of resources is most likely behind in army size and research, and is at high risk of being unprepared for an enemy attack. A player that runs low on resources might have a larger army, but will not be able to increase its size as quickly over the course of the game, and runs the risk of being overrun if an initial attack fails to cripple the opponent in a significant way.
The first step to forming a good build order is to form a basic battle plan that will define the overall game strategy. If a player chooses Terran, is he or she going to be aggressive early and build a strong force of marines, marauders and medivacs, or is he or she going to tighten up, build a wall, and tech up to vikings and banshees? This depends on player preference, and on which race the opponent is using. Once a player knows what his or her initial strategy is going to be, discovering how best to pursue that strategy with maximum efficiency is necessary.
Of course, to be a high level competitor, a player needs to know how to counter enemy units and how to scout an enemy to gain information on what kind of army the enemy is massing. This is why knowledge of multiple build orders and strategies is necessary. Each game of StarCraft II is dynamic and constantly subject to change. The ability to switch from one build order to another is imperative. An initial build order is good to have, and a solid one will sometimes win games outright in the early going against weaker opponents, but against more challenging opponents, initial assaults won't grant victories outright. At this point, the enemy will adjust his or her strategy as necessary. If the player fails to adapt along with his or her enemy, he or she has no chance of winning.
On the surface, build orders appear to be unimportant, especially in the early going. It doesn't seem obvious that the difference between building four SCVs, then a barracks and building three SCVs, then a barracks, then another SCV, could be a crucial factor in who wins and who loses, but in many cases in high level play, a decision along those lines can carry that kind of weight. The difference adds up: the latter may allow for offensive production faster, but the economic cost is to be reckoned with. It's not just that a barracks costs 150 more minerals than an SCV; the player who uses the latter also loses the resource stream that extra worker would have provided. Those shipments of five minerals per trip compound very quickly, as anyone who takes the time to observe a worker unit in action will see.
The ultimate purpose of a build order is to maximize efficiency between building harvesters, teching up and creating units, without running low on resources or having an unnecessary and unused surplus of resources. Having a large surplus of resources sounds good in theory, but probably means that a player has built too many harvesters too quickly, and has not paid sufficient attention to teching up and building an army. A player with a large surplus of resources is most likely behind in army size and research, and is at high risk of being unprepared for an enemy attack. A player that runs low on resources might have a larger army, but will not be able to increase its size as quickly over the course of the game, and runs the risk of being overrun if an initial attack fails to cripple the opponent in a significant way.
The first step to forming a good build order is to form a basic battle plan that will define the overall game strategy. If a player chooses Terran, is he or she going to be aggressive early and build a strong force of marines, marauders and medivacs, or is he or she going to tighten up, build a wall, and tech up to vikings and banshees? This depends on player preference, and on which race the opponent is using. Once a player knows what his or her initial strategy is going to be, discovering how best to pursue that strategy with maximum efficiency is necessary.
Of course, to be a high level competitor, a player needs to know how to counter enemy units and how to scout an enemy to gain information on what kind of army the enemy is massing. This is why knowledge of multiple build orders and strategies is necessary. Each game of StarCraft II is dynamic and constantly subject to change. The ability to switch from one build order to another is imperative. An initial build order is good to have, and a solid one will sometimes win games outright in the early going against weaker opponents, but against more challenging opponents, initial assaults won't grant victories outright. At this point, the enemy will adjust his or her strategy as necessary. If the player fails to adapt along with his or her enemy, he or she has no chance of winning.
Learn Some Starcraft Strategies to Help You Play Better
When playing the Starcraft game you have to make strategic moves and this means knowing which strategies work and which don't. However, there are so many Starcraft strategies that you really have to work through them and learn from your mistakes for the next game you play. There are different strategies to sue when you are playing the part of a Terran, a Protoss and a Zerg. The best place to start before getting into all of these is with general strategies for playing the game.
One of the most important elements of any strategy game is Recon and this is true of Starcraft. You have to locate the enemy and spy on them so that you know their every move. The key is to locate extension towns and destroy them as soon as you find them. You must always have counter forces available to meet the forces of your opponents, but you also have to destroy the forces of your opponents.
It is common to send out a worker as a scout. While this is dangerous in a single player game, it is a good strategy to use in multiplayer games because you teammates will cover you. You can also make a team decision about who to attack and when once you locate the enemy in a multiplayer game. When you are playing the game as a Zerg, it is common practice to send out an Overlord to scout the map early in the game. Since Overlords move very slowly, it may be a wiser decision to send out Drone instead. This will also mean that you have to arrange protection for the members of your scouting party.
As a Zerg player, you can also park your Overlord player over an enemy town very early in the game. This is a good strategy because in order for the Protoss to attack an Overlord they have to build a Dragoon or a Photon Cannon. You can have your Overlord sit and watch them for a while. If you are playing the part of a Protoss player, it is wise strategy to get rid of the Overlord as soon as possible because as soon as the Zerg player sees that you are ready to make a move, he/she will move the spy to higher ground. Overlords do not pose a threat to Terrans because they can use a Marine to eliminate the Overlord. Zerg players have to wait until they have a Hyradlisk in place. When you encounter an Overlord, you need to try to move under it as soon as possible before you attack because this increases your chances of killing it. The loss of a single Overlord early in the game will harm a Zerg strategy.
Keeping your eye on the enemy is a strategy you should use at all times in the game. You can make periodic checks on the town to see what the enemy is doing or building and what units they have available to see if you can determine the strategy they intend to use.
One of the most important elements of any strategy game is Recon and this is true of Starcraft. You have to locate the enemy and spy on them so that you know their every move. The key is to locate extension towns and destroy them as soon as you find them. You must always have counter forces available to meet the forces of your opponents, but you also have to destroy the forces of your opponents.
It is common to send out a worker as a scout. While this is dangerous in a single player game, it is a good strategy to use in multiplayer games because you teammates will cover you. You can also make a team decision about who to attack and when once you locate the enemy in a multiplayer game. When you are playing the game as a Zerg, it is common practice to send out an Overlord to scout the map early in the game. Since Overlords move very slowly, it may be a wiser decision to send out Drone instead. This will also mean that you have to arrange protection for the members of your scouting party.
As a Zerg player, you can also park your Overlord player over an enemy town very early in the game. This is a good strategy because in order for the Protoss to attack an Overlord they have to build a Dragoon or a Photon Cannon. You can have your Overlord sit and watch them for a while. If you are playing the part of a Protoss player, it is wise strategy to get rid of the Overlord as soon as possible because as soon as the Zerg player sees that you are ready to make a move, he/she will move the spy to higher ground. Overlords do not pose a threat to Terrans because they can use a Marine to eliminate the Overlord. Zerg players have to wait until they have a Hyradlisk in place. When you encounter an Overlord, you need to try to move under it as soon as possible before you attack because this increases your chances of killing it. The loss of a single Overlord early in the game will harm a Zerg strategy.
Keeping your eye on the enemy is a strategy you should use at all times in the game. You can make periodic checks on the town to see what the enemy is doing or building and what units they have available to see if you can determine the strategy they intend to use.
There is a line drawn between how the game of StarCraft II is played at the novice level and at the expert level. One of the core StarCraft strategies that defines this line is the build order. A strong and consistent build order is crucial for any player who intends on moving up into the ranks of diamond league or finally besting that insufferable friend who never loses. There are many different build orders, and they all vary widely from race to race and battle plan to battle plan. Having a solid stable of build orders, and practicing them until they become second nature, allows a player to use different strategies on the fly in each game in a systematic, precise and efficient way.
On the surface, build orders appear to be unimportant, especially in the early going. It doesn't seem obvious that the difference between building four SCVs, then a barracks and building three SCVs, then a barracks, then another SCV, could be a crucial factor in who wins and who loses, but in many cases in high level play, a decision along those lines can carry that kind of weight. The difference adds up: the latter may allow for offensive production faster, but the economic cost is to be reckoned with. It's not just that a barracks costs 150 more minerals than an SCV; the player who uses the latter also loses the resource stream that extra worker would have provided. Those shipments of five minerals per trip compound very quickly, as anyone who takes the time to observe a worker unit in action will see.
The ultimate purpose of a build order is to maximize efficiency between building harvesters, teching up and creating units, without running low on resources or having an unnecessary and unused surplus of resources. Having a large surplus of resources sounds good in theory, but probably means that a player has built too many harvesters too quickly, and has not paid sufficient attention to teching up and building an army. A player with a large surplus of resources is most likely behind in army size and research, and is at high risk of being unprepared for an enemy attack. A player that runs low on resources might have a larger army, but will not be able to increase its size as quickly over the course of the game, and runs the risk of being overrun if an initial attack fails to cripple the opponent in a significant way.
The first step to forming a good build order is to form a basic battle plan that will define the overall game strategy. If a player chooses Terran, is he or she going to be aggressive early and build a strong force of marines, marauders and medivacs, or is he or she going to tighten up, build a wall, and tech up to vikings and banshees? This depends on player preference, and on which race the opponent is using. Once a player knows what his or her initial strategy is going to be, discovering how best to pursue that strategy with maximum efficiency is necessary.
Of course, to be a high level competitor, a player needs to know how to counter enemy units and how to scout an enemy to gain information on what kind of army the enemy is massing. This is why knowledge of multiple build orders and strategies is necessary. Each game of StarCraft II is dynamic and constantly subject to change. The ability to switch from one build order to another is imperative. An initial build order is good to have, and a solid one will sometimes win games outright in the early going against weaker opponents, but against more challenging opponents, initial assaults won't grant victories outright. At this point, the enemy will adjust his or her strategy as necessary. If the player fails to adapt along with his or her enemy, he or she has no chance of winning.
On the surface, build orders appear to be unimportant, especially in the early going. It doesn't seem obvious that the difference between building four SCVs, then a barracks and building three SCVs, then a barracks, then another SCV, could be a crucial factor in who wins and who loses, but in many cases in high level play, a decision along those lines can carry that kind of weight. The difference adds up: the latter may allow for offensive production faster, but the economic cost is to be reckoned with. It's not just that a barracks costs 150 more minerals than an SCV; the player who uses the latter also loses the resource stream that extra worker would have provided. Those shipments of five minerals per trip compound very quickly, as anyone who takes the time to observe a worker unit in action will see.
The ultimate purpose of a build order is to maximize efficiency between building harvesters, teching up and creating units, without running low on resources or having an unnecessary and unused surplus of resources. Having a large surplus of resources sounds good in theory, but probably means that a player has built too many harvesters too quickly, and has not paid sufficient attention to teching up and building an army. A player with a large surplus of resources is most likely behind in army size and research, and is at high risk of being unprepared for an enemy attack. A player that runs low on resources might have a larger army, but will not be able to increase its size as quickly over the course of the game, and runs the risk of being overrun if an initial attack fails to cripple the opponent in a significant way.
The first step to forming a good build order is to form a basic battle plan that will define the overall game strategy. If a player chooses Terran, is he or she going to be aggressive early and build a strong force of marines, marauders and medivacs, or is he or she going to tighten up, build a wall, and tech up to vikings and banshees? This depends on player preference, and on which race the opponent is using. Once a player knows what his or her initial strategy is going to be, discovering how best to pursue that strategy with maximum efficiency is necessary.
Of course, to be a high level competitor, a player needs to know how to counter enemy units and how to scout an enemy to gain information on what kind of army the enemy is massing. This is why knowledge of multiple build orders and strategies is necessary. Each game of StarCraft II is dynamic and constantly subject to change. The ability to switch from one build order to another is imperative. An initial build order is good to have, and a solid one will sometimes win games outright in the early going against weaker opponents, but against more challenging opponents, initial assaults won't grant victories outright. At this point, the enemy will adjust his or her strategy as necessary. If the player fails to adapt along with his or her enemy, he or she has no chance of winning.
The New Terran Zerg Starcraft Strategy
The new Starcraft Terran Zerg match-up is encouraging for a Terran player. The reality is, the Zerg just aren't as powerful when facing the Terran's Mech builds and upgrades. Consequently, they experience a tougher time destroying any blockades you construct at your base's entrance. By teching up your army, you will be making the best use of this extended period of time and maximizing your advantage over your Zerg opponent.
When the first rush begins, make sure you've blocked off your base's entrances with Supply Depots, Barracks, and of course, Marine cover. This fortification will give you more time to investigate the rest of the territory and discover your enemy's location and strategy. It is natural for a Zerg player to send a quick rush of Zerglings to your base. With their speed, the Zergling makes for an excellent pest. However, if your playing on a vast territory, the building of a small Marine and Marauder army will squelch any quick offensive.
After your base has been completely secured, build a Factory so that you can pump out Hellions. These are the best counter units to Zerglings and Banelings due to their quickness. If your enemy is not going for an aerial attack, you should take advantage of this and utilize your Hellions to rush your enemy's base. You should also look to upgrade these units which will increase their mobility and effectiveness once they've infiltrated the Zerg lair. Make certain that you have a steady supply of minerals and gas in order to follow through on this attack.
Siege Tank Strategy
Once you've mined enough resources, construct a small platoon of Hellions, Marines, and Siege Tanks. Your Siege Tanks are the glue that holds this strategy together. When you've sent out your platoon on an offensive attack, make sure your Tanks are laying down defensive cover for the Marines and Hellions. In Tank mode, make sure they are ahead of the pack, pushing through any enemy resistance. The crucial element to this strategy is to split up your Tanks. Place half of them behind and half in front of your other ground units so some are in Siege mode and some are in Tank mode. Think of this as a sort of leap frog attack.
Marines/Missile Turrets Strategy
Many Zerg players tend to amass a strong Mutalisk army. If this is the case, make sure you've built up an army of Marines and reinforced their safety with Missile Turrets. If you erect a Sensor building, your turrets will be prepared to take down any stealth attacks. For the most part, do not use Vikings if the Mutalisks persist. Instead, send out a few Thors which will easily crush the Mutalisk army.
Viking/Ghost Strategy
The only time you you will want to utilize the Viking is if the enemy decides to launch a Brood Lord offensive. The Viking has the capacity to target enemies from long range, so it will give you the opportunity to shoot down encroaching Brood Lords before they've arrived at your position. You can also produce Ghosts to help fight off the attack - their sniper fire has the hp to take down Brood Lords quickly.
Lastly, do not be caught with all your units out on a full force offensive. If your Zerg enemy finds you doing this, he will have the opportunity to invade your base and destroy all your SCVs. To make sure your base is protected, build up a small army of Tanks, Marines, Turrets, and Thors when they arrive. This will buy you time to continue on with your offensive attack.
When the first rush begins, make sure you've blocked off your base's entrances with Supply Depots, Barracks, and of course, Marine cover. This fortification will give you more time to investigate the rest of the territory and discover your enemy's location and strategy. It is natural for a Zerg player to send a quick rush of Zerglings to your base. With their speed, the Zergling makes for an excellent pest. However, if your playing on a vast territory, the building of a small Marine and Marauder army will squelch any quick offensive.
After your base has been completely secured, build a Factory so that you can pump out Hellions. These are the best counter units to Zerglings and Banelings due to their quickness. If your enemy is not going for an aerial attack, you should take advantage of this and utilize your Hellions to rush your enemy's base. You should also look to upgrade these units which will increase their mobility and effectiveness once they've infiltrated the Zerg lair. Make certain that you have a steady supply of minerals and gas in order to follow through on this attack.
Siege Tank Strategy
Once you've mined enough resources, construct a small platoon of Hellions, Marines, and Siege Tanks. Your Siege Tanks are the glue that holds this strategy together. When you've sent out your platoon on an offensive attack, make sure your Tanks are laying down defensive cover for the Marines and Hellions. In Tank mode, make sure they are ahead of the pack, pushing through any enemy resistance. The crucial element to this strategy is to split up your Tanks. Place half of them behind and half in front of your other ground units so some are in Siege mode and some are in Tank mode. Think of this as a sort of leap frog attack.
Marines/Missile Turrets Strategy
Many Zerg players tend to amass a strong Mutalisk army. If this is the case, make sure you've built up an army of Marines and reinforced their safety with Missile Turrets. If you erect a Sensor building, your turrets will be prepared to take down any stealth attacks. For the most part, do not use Vikings if the Mutalisks persist. Instead, send out a few Thors which will easily crush the Mutalisk army.
Viking/Ghost Strategy
The only time you you will want to utilize the Viking is if the enemy decides to launch a Brood Lord offensive. The Viking has the capacity to target enemies from long range, so it will give you the opportunity to shoot down encroaching Brood Lords before they've arrived at your position. You can also produce Ghosts to help fight off the attack - their sniper fire has the hp to take down Brood Lords quickly.
Lastly, do not be caught with all your units out on a full force offensive. If your Zerg enemy finds you doing this, he will have the opportunity to invade your base and destroy all your SCVs. To make sure your base is protected, build up a small army of Tanks, Marines, Turrets, and Thors when they arrive. This will buy you time to continue on with your offensive attack.
The New Protoss Vs Terran Starcraft Strategy
In the new Starcraft Protoss vs Terran matchup, your Protoss fighters are great for preventing early game rushes. But the hard fact is, there's just no easy way to mobilize your fighters for a Terran attack. As you may know, preparation for future production is the key factor to sustainable wins in ladder play. You need to be anticipating your Terran opponent's build strategies and adjust accordingly. The best way to do this is with the use of Observers, which will give you a great perspective on the Terran's activities.
As you'll see below, I've mapped out some gameplay strategies that will boost your advantage when facing a Terran opponent.
Buy Time With Proxies
In this strategy you want to charge your enemy's base as quickly as possible. The best way to do this is to construct a Gateway and Chrono Boost Zealots through your Pylon to delay your opponent's production. This will give you more time to produce tier 2 fighters to pick off ongoing Reaper rushes and build for an offensive.
Sentry Force Field to Colossi and Immortals
It is likely that the Terran enemy will launch a full-fledged attack with Marines and Marauders at some point mid-game. For your opponent, these two fighter units are low cost and add high value when utilized together. The "ball" as it's come to be known, will easily threaten your base if you're not fully prepared.
A great way to handle this M&M offensive is by utilizing the Sentry's Force Field capability. If used properly, you will have the opportunity to break up the M&M ball of firepower and crush the stragglers who are caught in your path. This should be done at the foot of the ramp leading to your base. You want to continue to do this until you've either severely crippled your enemy's attack or wiped him out completely. In response, it is best to tech up and produce Colossi and Immortals which will allow you to end the match - these are versatile units and can be used for defensive or attacking purposes. However, keep in mind that they are not able to take down air units.
Zealots And Void Rays Leap Frog Attack
In this strategy, you will want to boost up your number of Zealots by producing a couple of Gateways. To buy yourself some time, build two Photon Canons and a few Stalkers. Then produce a few Sentries which will give you the advantage of the Guardian Shield. Tech up to a Warp Gate so that you may produce five (or more) Void Rays. Then research Charge for Zealots so you can prevent any kiting tactics from breaking down your defense. This small army will give you all the firepower you'll need to destroy your Terran enemy's offensive and counter for an end game attack.
Once you've completed this stage of the match, charge forward with your Zealots ahead of the pack to take any oncoming hits from Marines. Your goal in this strategy is to prevent your Void Rays from taking any damage in mid-map skirmishes. Once you've arrived at your opponent's base, the pack of Void Rays should be enough to get you the win.
As you'll see below, I've mapped out some gameplay strategies that will boost your advantage when facing a Terran opponent.
Buy Time With Proxies
In this strategy you want to charge your enemy's base as quickly as possible. The best way to do this is to construct a Gateway and Chrono Boost Zealots through your Pylon to delay your opponent's production. This will give you more time to produce tier 2 fighters to pick off ongoing Reaper rushes and build for an offensive.
Sentry Force Field to Colossi and Immortals
It is likely that the Terran enemy will launch a full-fledged attack with Marines and Marauders at some point mid-game. For your opponent, these two fighter units are low cost and add high value when utilized together. The "ball" as it's come to be known, will easily threaten your base if you're not fully prepared.
A great way to handle this M&M offensive is by utilizing the Sentry's Force Field capability. If used properly, you will have the opportunity to break up the M&M ball of firepower and crush the stragglers who are caught in your path. This should be done at the foot of the ramp leading to your base. You want to continue to do this until you've either severely crippled your enemy's attack or wiped him out completely. In response, it is best to tech up and produce Colossi and Immortals which will allow you to end the match - these are versatile units and can be used for defensive or attacking purposes. However, keep in mind that they are not able to take down air units.
Zealots And Void Rays Leap Frog Attack
In this strategy, you will want to boost up your number of Zealots by producing a couple of Gateways. To buy yourself some time, build two Photon Canons and a few Stalkers. Then produce a few Sentries which will give you the advantage of the Guardian Shield. Tech up to a Warp Gate so that you may produce five (or more) Void Rays. Then research Charge for Zealots so you can prevent any kiting tactics from breaking down your defense. This small army will give you all the firepower you'll need to destroy your Terran enemy's offensive and counter for an end game attack.
Once you've completed this stage of the match, charge forward with your Zealots ahead of the pack to take any oncoming hits from Marines. Your goal in this strategy is to prevent your Void Rays from taking any damage in mid-map skirmishes. Once you've arrived at your opponent's base, the pack of Void Rays should be enough to get you the win.
Take a Look at Different Formations For Your Starcraft Strategy
It is quite common to use the Recon as a Starcraft strategy, but there are other formations you can use as well. One of these is the True Cost of Peons. Ten peons are worth twenty times the value of one peon. With each loss of a probe, your cost increases greatly. As long as you have probes, they can keep on mining for minerals, so each one you lose decreases the amount of minerals you mine. Since an average probe mines 50 peons, this is what you lose for each one you lose. On a ladder map, a probe can mine about 12 minerals in the same amount of time that it takes to build a probe.
You have to know what constitutes a good formation. Many times your enemy could attack while you are trying to get your unit into formation. When you do form melee formations, you have to make sure you are within the enemy's firing range. While this may not be a good thing for you, it is also advantageous. The key to making the best formations is to surround the enemy. This will give you maximum firepower and if you make your formation on the edge of their formation so that they will not be able to bring the full force of their firepower to bear on you.
If you are outnumbered by the enemy troops, this strategy could pose a bit of a problem, but it will enable you to have a far better ratio of kills than if you only had a shallow formation. You need to form at least a 30?formation, so that your troops are lined up in the shape of a crescent. This will do more damage to them than if they were dealing.
In a situation where the enemy positions its troops so that they are in front in order to do damage to your troops while holding them back, you can counter this with a flanking action. You can do this by engaging the troops with your melee troops, and hold back troops to walk around their flanks and attack their missiles. This strategy will give you much better results because the missile troops will die at close quarters. The strategy means taking the firepower applied and the firepower dealt into consideration. When firepower is applied to low hitpoints, you can do more damage than if you applied it to a low damage high hitpoints unit.
When you have high mixes, the best strategy to use is that of bottlenecks. Effective use of bottlenecks depends on the power and the type of attack of the units that you use. You should have your melee units surrounding the opening of the bottleneck. This way you can concentrate on a much larger surface area. Your ranged troops can also catch any troops that are caught in the bottleneck. When using melee troops, the best strategy to use is to delay their advance but at the same time beat them on with ranged attacks.
You have to know what constitutes a good formation. Many times your enemy could attack while you are trying to get your unit into formation. When you do form melee formations, you have to make sure you are within the enemy's firing range. While this may not be a good thing for you, it is also advantageous. The key to making the best formations is to surround the enemy. This will give you maximum firepower and if you make your formation on the edge of their formation so that they will not be able to bring the full force of their firepower to bear on you.
If you are outnumbered by the enemy troops, this strategy could pose a bit of a problem, but it will enable you to have a far better ratio of kills than if you only had a shallow formation. You need to form at least a 30?formation, so that your troops are lined up in the shape of a crescent. This will do more damage to them than if they were dealing.
In a situation where the enemy positions its troops so that they are in front in order to do damage to your troops while holding them back, you can counter this with a flanking action. You can do this by engaging the troops with your melee troops, and hold back troops to walk around their flanks and attack their missiles. This strategy will give you much better results because the missile troops will die at close quarters. The strategy means taking the firepower applied and the firepower dealt into consideration. When firepower is applied to low hitpoints, you can do more damage than if you applied it to a low damage high hitpoints unit.
When you have high mixes, the best strategy to use is that of bottlenecks. Effective use of bottlenecks depends on the power and the type of attack of the units that you use. You should have your melee units surrounding the opening of the bottleneck. This way you can concentrate on a much larger surface area. Your ranged troops can also catch any troops that are caught in the bottleneck. When using melee troops, the best strategy to use is to delay their advance but at the same time beat them on with ranged attacks.
StarCraft 2 Strategy - Interesting Terran Build Order
Blizzard released many games that changed the gaming industry. StarCraft 2 is not such an important game but it's definitely fun. Next build order will help you get started and rise your rank online. There are many StarCraft strategies and this is for beginners. You just worry about doing them in order and as quickly as possible
Let's begin:
Terran have many strategies after this build up. You can create a factory or starport and reinforce you units.
I prefer a banshee attack with a small mix of siege thanks. Also bring you infantry. This will be extremely difficult to counter.
Let's begin:
- Supply Depot. The Supply Depot allows for essential blockades in StarCraft 2, because of the fact that it can be lowered and raised allowing for units to walk over it or for it to be a blockade.
- Barracks. They are the first unit producing structure. The Barracks allows for the creation of infantry units in StarCraft 2 including Marauders, Marines, Reapers and Ghosts.
- Supply Depot. You should finish walling you in. Place your supply depots on the main entry to your base.
- Refinery The Refinery allows for the mining of Vespene Gas.
- Scout a little, find the enemy and figure out its strengths and weaknesses.
- Start building some marines so you can protect from some early rush.
- Orbital Command. This enable to bring a MULE. It has an ability to mine twice as fast than SCV but last only 90 secs.
- Tech Lab and Reactor. Build it at all the barracks. The is a terran add-ons in StarCraft II. It allows attached production structures to build advanced units, and provides some upgrades for those units. Reactor lengthens the build queue by three slots and allows two units to be built simultaneously A structure may not be attached to both a reactor and a tech lab at once.
- Supply Depot
- Barracks
- Marauder. The marauder is equipped with dual grenade launchers that are effective against armored targets and slow the speed of enemy units. The marauder can only slow one opponent at a time.
- Barracks
- Supply Depot. Make supply depots with you SCV all the time.
- Barracks
- Make all the time marines and marauders times 2 from all barracks. This will give you a strong army fast.
- Refinery.
- You should begin your attack once you get you first marauder from the last barrack.
- Give Stimpacks. This enables affected infantry to attack and move 50% more quickly. Also constantly produce units.
Terran have many strategies after this build up. You can create a factory or starport and reinforce you units.
I prefer a banshee attack with a small mix of siege thanks. Also bring you infantry. This will be extremely difficult to counter.
You should try different StarCraft strategies and find one that suits you the best.
Starcraft 2 Strategies - Quick Tips For Swift Win
Starcraft II Wings of Liberty is a cerebral strategy game that requires a lot of nerves and scrutiny in order to achieve victory; consequently, Starcraft 2 strategies must be well in-placed to fully dominate the game and eventually come out victorious. Hence, if you want to be the victor, regardless of what campaign you are using, then the following quick tips for swift win are going to be useful for you.
Bear in mind that one of the essential keys for success in Starcraft 2 is to acquire more minerals and other resources so that you can create units, build crucial structures, and eventually expand to fully strengthen your army. However, having enormous amount of minerals will not always guarantee your victory; you also need to learn efficient management of your resources in such a way that your power is fully optimized.
As a warning sign, if your minerals accumulate to 1000 or more then that only shows that you are no longer effective in managing your resources; hence, you need to spend and keep on spending money. Spend on vital units and structures to strengthen your defences; and slowly build up your offensive team.
Other important Starcraft 2 strategies include fortifying your home base to ensure it survives any attack. Build walls, sentries, and other defence structures to solidify your fortress so that it can repulse any offenses made by your opponents. Once you have taken care of the defences then that is the time you can start sending your attack forces.
When building your attack team, make sure that it is composed of vital units to counter whatever type of units that you may encounter; taking into consideration both land and air forces. Do not forget to include builder units, like SCVs, so that you can build structures along the way. This is also useful when you are able to overrun an opponent's outpost and you need to secure the captured territory with defence structures and barracks for swift expansion.
The above tips are just few of the many other tips that you need to learn. To get more effective techniques for complete dominion of the game, you need to get the Starcraft II guide that details various Starcraft 2 strategies that achieve victory; and the aforesaid tips are among the best to start the war.
Bear in mind that one of the essential keys for success in Starcraft 2 is to acquire more minerals and other resources so that you can create units, build crucial structures, and eventually expand to fully strengthen your army. However, having enormous amount of minerals will not always guarantee your victory; you also need to learn efficient management of your resources in such a way that your power is fully optimized.
As a warning sign, if your minerals accumulate to 1000 or more then that only shows that you are no longer effective in managing your resources; hence, you need to spend and keep on spending money. Spend on vital units and structures to strengthen your defences; and slowly build up your offensive team.
Other important Starcraft 2 strategies include fortifying your home base to ensure it survives any attack. Build walls, sentries, and other defence structures to solidify your fortress so that it can repulse any offenses made by your opponents. Once you have taken care of the defences then that is the time you can start sending your attack forces.
When building your attack team, make sure that it is composed of vital units to counter whatever type of units that you may encounter; taking into consideration both land and air forces. Do not forget to include builder units, like SCVs, so that you can build structures along the way. This is also useful when you are able to overrun an opponent's outpost and you need to secure the captured territory with defence structures and barracks for swift expansion.
The above tips are just few of the many other tips that you need to learn. To get more effective techniques for complete dominion of the game, you need to get the Starcraft II guide that details various Starcraft 2 strategies that achieve victory; and the aforesaid tips are among the best to start the war.
Get the best Starcraft 2 guide and learn awesome strategies that will make you easily dominate the game. . |