The First Few Minutes
The First Five Minutes
In the first five minutes of a game of Starcraft,
everything happens. You develop your strategy, your opponent develops his
strategy, you develop your economy, he develops his economy, etc. The first
five minutes of a game of Starcraft can 90% of the time tell you who is going
to win the game. You need to be able to execute things in the first five
minutes without a hitch. If you don't, you start yourself off behind the
Eight Ball a large amount of the time. You will then be behind economically
and you will be behind in the game and forced to mount a comeback. The best
way to think about this is as in a baseball game. Your opponents score 3
runs on you in the first inning. You are then for the rest of the game forced
to mount a comeback. There are some tips that I will be giving that should
be able to help you out in your early game.
Cloning:
I would like to use some information from Dhavok's strategy on Automated
Starcraft for this quote to give you a good general outlook about what Cloning
is:
This is the very first automated command in every game. As soon as the game
begins, select all four of your peons and right-click on a mineral patch.
Hold down the SHIFT key and click on one of the wireframe portraits (this
will deselect one peon) and right click on another mineral patch. Repeat
this twice more and you’ll see that all four of your workers started moving
towards the minerals at the same time, but each headed for a different mineral
deposit. This will save you a little time because you don’t have to select
each peon, and they don’t all go to the same deposit before they start harvesting
rock. In the earliest seconds of the game, time is most important, so if
you can start mining a little faster than your opponent, you may be able
to build your first offensive unit quicker than he can.
Dhavok hit the nail right on the button with this description. In a game
of Starcraft, seconds are VITAL to your success. If you expand just 20 seconds
later then your opponent later on, you will feel a slight disadvantage. Using
Cloning is something I will admittedly not do that often, because I don't
think about it. However, don't be as stupid as me in this situation. Use
Cloning!
Scouting:
Scouting is vital in the early game. It gives you an opportunity to locate
your opponent and get a feel for what type of strategy you will be seeing
from him. There are two commonly accepted theories for scouting that players
will use. They are:
5th/6th/7th Probe- You will use one of the first probes that you build and
send it on a nice search for your opponent. The idea is that you will be
able to catch your opponent early and be able to guarantee a successful run
against their strategy. However, you also have to consider that the opponent
at this stage of a game will not commonly have their strategy shown to you.
It will give you a slight peak but not a very worthwhile look.
First Military Unit- The scouting method I will "generally" use is the first
military unit theory. Once you have your first marine, zergling or zealot
built you send them out on a nice run to find your opponents. Again, depending
on the speed of when you built this unit you might not get a nice look at
your opponents base. No matter though. The first military unit if microed
a bit can give you a nice look for a decent amount of time.
Overlord- Most zerg players will send the Overlord on a scouting run right
at the beginning of a game of Starcraft. Do you blame them? This gives them
the chance to use the Overlord as a very powerful weapon. Against another
zerg/protoss player, they will have to tech to get to a unit to counter your
Overlord(hydras/goons). Cannons will work, but consider the idea of the Overlord
being microed just a little??
When you scout your opponent, micromanagement is the key. You will want to
concentrate slightly on your probe moving around their base and analyzing
what you see. Do you see 3 Barracks?? Do you see 1 Gateway, 1 Cyber, 2 Robotics
Facilities? You can then assume that there is a possibility for rushing or
massing in the first situation and clearly a quick tech to Reavers. You then
use this knowledge on your side to figure out how the proper counter. Scouting
will develop your strategy through countering your opponents and by giving
yourself a comfortable attack that will annihilate your opponent.
Teching Intelligently:
There are some factors involved with teching to higher units in the game
of Starcraft. You don't want to do it too early, because you will then be
concentrating your economic details on those units and leave yourself open
for a rush. However, if you do it too late, your opponent will be able to
use better units then yourself to destroy your base. You will want to tech
when you feel that you have a time of security or a time in the game when
you can afford it. If you don't, you'll experience what I experience on an
almost daily basis at least once. I will commonly tech too early to give
me a chance to go to my "go-to unit" the Reaver. I feel like I have a better
chance when I'm playing Toss to get to that stage and use my reavers as a
nice attacking form. However, when you have 5-6 zealots and they have 10
before you can get to this stage?? You are then forced to use the probes
as a means of countering the offensive in your base? Usually, a failed attempt.
However, I've done it before in a game of SC and have actually rebuilt enough
to demolish an opponent once. Embarassing for the poor soul. =)
Defense? Offense?:
It's a matter of style and the pace that you want to set to the game of Starcraft.
If you want to slow down the game and turn it into a technology war you might
want to set a false attitude against your opponent. To set a false attitude,
send in a rush or two but be sure that your defense is not "terrible" or
"as close to a turtle without being a turtle." Then start to tech. However,
some players prefer a game that is much faster paced and turning it into
a quick war by attacking quickly and often. You want to turn the game of
SC into something that you feel you can manage and that your opponent cannot
manage. I will not lie and tell you that taking one means or the other is
better.
The early game is vital! You must be able to scout well, tech intelligently
and turn the game into something that you can manage and eventually win at.a
game of Starcraft. Just remember the first few minutes are your source of
your future position.
Newbie Guide
INTRODUCTION: The great strategy game Starcraft
has continued to spark interest all over the world. Although it is 4 years
old, it is still perhaps the most popular strategy game. I happened to come
across an article a few months ago, stating that Starcraft was ranked number
10 on the top selling PC games list. Quite good for an "old" game. I honestly
don’t care how old it is, because I’ll continue to play this game until Blizzard
releases Starcraft 2. For those new comers to the game, this guide was designed
for you. You’ll find a lot of terminology common on the web, and also some
basic tactics to jump start your talent at playing the game.
TERMINOLOGY:
RUSH: This is when a player attempts to surprise his opponent with an early
attack. Usually it is difficult on the economy of the rushing player, and
if it doesn’t succeed, it is likely he will lose. It is only successful on
small maps, and if the rushing player knows his opponent’s starting location.
TECH-RUSH: This is when a player attempts to climb the technology-tree, getting
advanced units and upgrades. However, the player is usually in a risky position
and will have poor defenses as he focuses on his upgrades.
PRESSURING: This is when a player launches continuous, relentless attacks
on his opponent, hoping that eventually the opponent’s defenses will crumble.
POWERING-UP: This is when a player goes for a strong economy at first and
then switches to mass production of combat units. Although it is dangerous
if an opponent executes an early attack, it can prove quite successful and
often leads to victory.
EXTREME EXPAND: This is when a player quickly builds multiple expansions
in an attempt to boost his economy and later develop a strong combat force,
supported by the wealth of resources. This is basically the opposite of turtling.
TURTLING: This is when a player is very defensive at first, and makes no
attempt at an early expansion. Rather, he creates a large combat force primarily
for defense purposes, and hopes that his opponent will leave him alone until
he masses a huge swarm of attackers with advanced units. A player who "Turtles"
is usually reluctant to a direct confrontation with the enemy early in the
game, and makes his expansions very slowly and with hesitation.
RIDGE-DROP: This is a common term for Terrans. A Terran player will attempt
to use a dropship to transport Siege Tanks on the high ground over looking
his opponents base. This tactic is usually effective for wiping out enemy
workers, though it doesn’t necessarily destroy the whole base before reinforcements
arrive. The Protoss can also use a similar tactic, which is to quickly build
Photon Cannons on the high ground. Many times, a player will drop units of
mass destruction, such as Reavers, directly into his opponent’s worker chain.
CONTAIN: This is a common tactic to trap an opponent within his own base.
Usually, Terrans will build bunkers at the opening of the enemy base in a
tactic known as the "Offensive Bunker Technique." Any attempts to break free
will be difficult for the trapped player, and usually the player "Containing"
his opponent can expand freely across the map until his enemy breaks free.
“GOING AIR”: This is a tactic to complete overrun an enemy by the use of
air units. For example, the Zerg would quickly build a swarm of Mutalisks
in an attempt to catch his opponent without suitable air defenses.
WORKER CHAIN: This is the cluster of workers (Drones, Probes, or SCV’s) that
mine gas and minerals. It is common for an enemy to attack these "Worker
Chains" in an attempt to cripple his opponent’s economy.
STARVING: This is when a player has exhausted his resources, and is unable
to maintain his combat forces. Usually, he will desperately attempt a last-ditch
attack or surrender. It is not common for a player to "wall-up" and survive.
WALL-UP/BUNKER-UP: This is for a player to go on complete defense, in preparation
for a massive attack by the enemy.
STAND-OFF: This is a period when players are unable to attack each other
without suffering severe casualties, and so the game enters a relatively
quiet period as each player attempts to form another way to covertly attack
his opponent.
DOMINATE or OWN: This is when a player has relative control of the whole
map and its wealth of resources, and has a clear advantage in strength over
his opponent. Battles are usually one sided, and victory for the "Dominating"
player is just a matter of time.
RECON: This has to do with gathering information on the strategies of an
opponent, and to use this intelligence to initiate a strike effectively and
without being ambushed.
BLIND: This is when a player lacks detection to spot "cloaked" enemy units,
such as Dark Templar. Usually, the enemy units can attack freely and the
"blind" player will be forced to retreat.
LURE: This is when a player uses a combat unit to quickly conduct a "hit-and-run"
attack, in hope of having the enemy units pursue the attacker. The player
will usually set up a trap, such as Spider Mines, and the pursuing player
will have his forces surprised and decimated.
BASIC TACTICS: What can I say? I believe the only way to become good at the
game is to play the campaigns and play multiple games against your friends.
Sure, you’ll lose a lot in the beginning. But the only way to learn is through
practice. The more experience you gain, the more strategies you compile and
your chances of victory increase. This guide is just a bit of help, but you
won’t learn the game without playing it! To make things easier, I have decide
to give the following tutorial using the Terrans, which most beginners chose
to use anyway.
ECONOMY: Usually, it is common for a "newbie," or beginner, to fail to build
a large enough worker force. Instead, they quickly build combat troops and
disregard the poor state of their income. Rather, players should make a bunch
of SCV’s in the beginning and ignore the production of combat units. You
must have a large income to support your troops. I suggest building at least
12 SCV’s to mine on minerals before you start cranking out any troops. Once
you start advancing the tech-tree and you need to create units that require
gas, you must build a Refinery. It is wise to use 4 SCV’s to mine on gas.
COMBAT UNITS: I believe it is a good idea to build AT LEAST 2 Barracks for
increased infantry production. You have to realize that one Barracks is simply
not enough. You need to create more units in less time than your opponent
to achieve victory. I also suggest building suitable defenses. Bunkers are
great for this job, and they should be loaded up with 3 Marines and 1 Firebat
for effective defense against ranged and melee units. Upgrades and advanced
units are vital if you want to survive, and so you must develop Siege Tanks,
Vultures, Goliaths, and also air-support. Again, you don’t want to build
just one Factory; go ahead and build 3. You also want to watch out for air-attacks,
and therefore build good air-defenses. Effective detection and recon is also
necessary. First build a Com-Sat station, and later use Science Vessels to
support you units.
BATTLES and EXPANSIONS: The whole point of the game is to destroy your opponent.
In doing so, you will need more troops, better technology, and good tactics.
One thing that beginners to often is launch attacks straight at the main
base. Often, they lose because of this. It is much more effective to attack
enemy expansions, while building your own. In reality, expansions determine
the game. The valuable resources enable a player to gain an advantage over
an opponent, otherwise each player would just wall up and use the resources
he started with. You must build expansions of your own, and defend them accordingly.
Never let them fall into the hands of the enemy, and constantly monitor resource
sites for newly created enemy expansions. You must claim all of the expansions
you can handle. Don’t be too slow, or you’ll arrive with enemy troops well
fortified in all of the sites. Don’t be too quick, or you won’t be able to
defend your investment.
In terms of offensives, you always want to have a more powerful force. Don’t
attack just to try to kill your enemy. You either dedicate yourself to the
attack or don’t attack at all. You also have to be quick and devious! Spy
on your enemy’s defenses, and then attack from the back. RECON IS VITAL.
If your opponent is creating a ton of tanks, you should counter this with
a ton of battlecruisers. In the end, you want to wipe out your opponent’s
income so that you have the advantage at all times.
Air Power
Air units in Starcraft are extremely important
in Starcraft, particularly towards the late game. This article should serve
as a basic guide to using air units effectively in Starcraft and also underline
the importance of maintaining an air force, no matter what race you play.
Part One: Importance of an Air Force
Mobility-
Perhaps the greatest aspect of air units in Starcraft is the simple idea
that they can fly... This usually means quick movement, and also flying over
many obstacles or defensive positions. Rather than attempt a brutal head-on
assault, often it is advisable to sneak around your enemy using transports,
and drop your troops in a less fortified area. Air units can also be effective
at hit-and-run attacks, making enemy ground defenses scramble in confusion
as you hit different positions around the map.
The second main aspect of mobility is for alliance play. Often, you and your
allies will want to establish a mobile defense, capable of helping each other
and then massing your own troops for a counter-attack. The best way to do
this is with air units. It doesn't matter which member of your team they
assault, because you will be able to send a flight of carriers to support
him instantaneously.
Power-
If you are able to establish an air force quickly in the game, you may be
able to attack your opponent before he has sufficient air defenses. Air units
are perhaps the most powerful units in the game, if used wisely. Guardians,
Battlecruisers, and Carriers can truly make your opponent miserable if he
did not bother to make an air defense. I believe that the best air defense
is an air force of your own, supported by your own ground units of course.
This offers you mobility to hunt down the enemy squadron so hit-and-run attacks
won't be possible. A lone turret or bunker isn't usually enough to stop a
full-force air raid, though with air units of your own, they will provide
valuable support.
It should also be considered that air units are expensive... Therefore, an
attack with Wraiths against a group of Hydralisks would be inefficient. Rather,
air units should be used for strategic strikes at the enemy mineral line.
Until higher-end air units are made, air units should avoid confrontation
with units such as Dragoons, Hydralisks, Goliaths, and Marines. If you attempt
to fight an enemy using basic air units against air defense units, you'll
probably lose. Once higher-end air units are made, your opponent will be
forced to maintain an air force of his own to combat your air supremacy.
While Wraiths can be stopped using Hydralisks, Carriers and other advanced
air units have an advantage over ground-based air defenses.
Part Two: Unit Tactics
Basic Air Units-
Mutalisk... The ability to conduct a quick air assault in mass numbers makes
the Mutalisk a deadly adversary. Zerg can easily produce these flyers for
a relatively low price, and often they can provide an easy victory against
a Protoss concentrating on Zealots. However, once a Protoss gets Corsairs,
these flyers will start falling out of the sky. Corsairs OWN Mutalisks.
Also, going Mutalisks can prove disastrous against a Terran going mass infantry
or a Zerg going mass Hydras.
Scourge... Not much to say. They should be micro-managed carefully, and can
be quite useful against Carriers in particular. Using them to kill enemy
transports or even Overlords can also prove successful. You might consider
putting them on patrol around your base, and since they are cheap, they make
good scouting units.
Wraith... The main advantage of these guys are that they can cloak. They
can also pop Overlords or scan and destroy Observers if the enemy attempts
to get detection. However, they should not be used for a direct assault.
Hydras, Photon Cannons, and Turrets waste Wraiths quite easily. Wraiths have
a weak ground attack, and so this should also be carefully judged. Since
Wraiths cannot be easily mass produced like the Mutalisk, it is advisable
to use Wraiths as support for dropships rather than making them the main
focus of your arsenal. If Wraiths lose their ability to conduct hidden attacks
with their cloaking, they will essentially become worthless. Perhaps the
best strategy to use with these is taking out Overlords or providing air
supremacy in island maps.
Corsair... This is a very powerful anti-air unit, and can be DEVASTATING
against the Zerg if they try and go early mutalisks. Corsairs own Mutas,
and they are very useful for popping Overlords. With their production ability
limited, a Zerg will be forced to spend money on more Overlords and Spore
Colonies while you can strengthen your army. However, if a Zerg goes Hydralisks,
the Corsair build will probably be a disadvantage.
Once Corsairs get Disruption Web, they can be very effective to support your
Zealots by neutralizing bunkers/sunken colonies.
Scout... This unit is very controversial. Although stronger than the Corsair,
and possessing the ability conduct a ground attack, I find Scouts ineffective
on ground maps. Hydras can easily stop them, and Scouts are very expensive.
Scouts are very useful on island maps however, where they dominate against
battlecruisers and also provide a good way to attack expansions.
Advanced Air Units-
Valkyrie... Like the scout, this unit is very controversial. Many people
say simply that Valkyries suck, and that's that. I however, disagree. If
you intend to go Overlord hunting, you are much better off with Wraiths.
However, many Terrans find themselves frustrated by Corsairs casting D-Web
on their bunkers and Siege Tanks. Recently I started experimenting with Valkyries,
and I found them to be remarkably effective against Corsairs!
While Corsairs really hurt Wraiths, Valkyries tend to dominate against Corsairs,
IF USED PROPERLY! The stupidest thing to do is bunch up all of your Valks,
which will receive massive splash damage from the Corsairs. Instead, spread
the Valks out, spaced evenly. I like to use Valks as "mobile missile platforms."
I'll put hold ground for my Valks, and any Corsair that attempts to breach
my defenses will instantly receive a massive beating.
Devourers... This guys are VITAL for the Zerg if they wish to combat Corsairs.
Devourers have a special acid attack that slows the enemy firing rate, and
quite useful against Corsairs. If you are having problems with Protoss air,
Devourers is the key. Use them to combat Corsairs, and using Scourge to support,
you shouldn't have much trouble killing Carriers either.
Guardians... Very useful in mass numbers, they can render an enemy base lifeless
in a matter of moments. Make sure you give them air support, and they should
be fine. The best way to stop them is with range-upgraded Goliaths, or with
a superior air force capable of killing the Guardians and the supporting
Devourers.
Carriers... These guys are very, very powerful and most Protoss players try
to tech to Carriers at some time in the game. They should be protected from
air units though, and Scouts and Scourge can really hurt them if you don't
support your Carriers. Also be aware of various spells that can render your
Carriers useless... Dark Swarm with Hydras, Plague, Psi Storm, EMP, Lockdown,
and Stasis can take a heavy toll on your Carriers if you are not careful.
Also be aware that air units, although excellent at offensive capabilities,
do not often provide good defense. I played one game where my partner had
a force of 3 Carriers, but minimal ground defenses. Enemy tanks and Dragoons
rushed right into his undefended base, even with his Carriers constantly
attacking. Every single building was razed and his Carriers where worthless.
If you intend to go air, always remember to have a ground army in case the
enemy should try to counter.
Battlecruisers... The most powerful air unit, though with many disadvantages.
First of all, they are very slow and can be hurt a lot with Psi Storm. Also,
unless you have an abundant source of Yamato Cannon, they do not have the
good ranged attack offered by Carriers and Guardians. As a supporting unit
though, they can be quite effective and allow your dropships to get through
untouched. I honestly believe that Terrans should concentrate on air forces
as their main arsenal, but rather use air units to support their ground forces.
Just an opinion though.
Special Units-
Arbiters... Extremely powerful, and definitely useful for your air force.
Using recall to warp in Carriers or mass Zealots is quite useful, and Stasis
is also excellent for neutralizing defenses while you raze the enemy base.
With Cloaking, your air units will be very hard to kill without taking out
the Arbiter first, and this makes the Arbiter very effective when used wisely.
Science Vessels... These are EXTREMELY useful for Terrans. EMP is great for
attacking the Protoss, and Irradiate can make a Zerg's life miserable. Defensive
Matrix is also a great spell, adding hit points to your Battlecruiser or
the unit you choose to cast it upon. Since the Science Vessel is also a detector,
you'll need it for stopping those pesky Dark Templars and Lurkers. Science
Vessels aren't cheap however, so be careful not to have a group of Scourge
blast it from the sky.
Queens... Although not as powerful as the above units, they are useful with
parasite to spy on enemy troops movements. One guy accused me of hacking
when I put a parasite on an Overlord. That Overlord was part of a 20 Ovie
convoy, all loaded up with troops, and ready to make a drop. Of course, I
quickly made around 30 Scourge, and wiped out the majority of his attack
force. Broodlings is also another spell, useful against High Templar and
Siege Tanks. Ensare should be used on speed upgrade Zealots and Stimmed Marines.
If you're lucky, you may find use for the Queen's final spell and infest
a Terran Command Center.
Other-
I am well aware that there are other air units, though they are not quite
significant in this report. Observers are great for spying on the enemy without
letting them know that you are spying on them in the first place. I also
love Overlords, since the Zerg use them as both Detectors, Transports, and
for unit production. Of course, this could be a weak point for the Zerg,
but having a ready supply of Transports and Detectors is something I find
very useful.
The Three Most Important Aspects of Gameplay
The three most important aspects of gameplay that
distinguish intermediate, good, and great players are continuous activity,
a generally offensive attitude, and reconnaissance. Very briefly, their importance
to success:
First, continuous activity. While playing a game of Starcraft, one must constantly
monitor their bases and units, continuously produce units, and search for
new possible expansions. Many times, during an intense battle, or while carefully
micromanaging some units, a player will neglect base management. Resources
will begin to stock up, and buildings will be left inactive. Obviously, when
two people are playing, the one that converts their resources into units
will defeat the one that just has resources left collecting dust in the basement
of their command center. There is nothing wrong with careful management of
units, but putting a few units in queue will keep buildings productive, rather
than idle and useless. Also, by continuously monitoring one's base, losses
can be minimized, or even completely avoided. We have all seen or played
games where someone gets dropped at their mineral line, and before they notice
what's going on, all of their workers have been destroyed. By keeping a careful
watch over one's base, workers can be commanded to flee at the sight of a
transport, and other units can be immediately brought over to fend off the
dropped units, possibly even before the entire drop is complete. Consistent
monitoring of units would prevent units from getting drawn into ambushes,
as well as getting slowly decimated by cloaked or other attacks that the
unit AI can't handle. Never in a game should a player feel as if there is
nothing that they could be doing, other than sitting and waiting for an upgrade
to complete, or watching their workers mine. There are always things that
require attention, be it an idle factory, a comsat station with full energy,
a dwindling mineral source, or an attack force.
Second, an offensive attitude. Melee Mission Objective: Destroy all enemy
buildings. You don't win by defending. Of course it may be beneficial to
build an efficient defense, hold off an attack, and then countering, but
that IS an offensive attitude. By building the defense, you were planning
for your future attack. Outside of a few mineral line defensive structures,
the bulk of one's "defense" should be comprised of units that have the advantage
of mobility, moving from one spot to another, wherever the threat may be.
Also, beyond the "defense" for an early rush, the attitude should be directed
to attack. There are too many ways someone can attack, be it with a drop,
ground units, air units, or even capital ships. It is impossible to defend
against them all. In addition, the offensive player will always lead in their
economy. By attacking and forcing the opponent on the defensive, one will
be able to openly expand, produce even more units faster, continue to put
on the pressure, and eventually overwhelm the defending player. The bottom
line: Don't just sit and fend off enemy attacks; be the one that forces the
other player to fend off your attacks. Expand, produce, and dominate.
Third, reconnaissance. Starcraft was designed to make every race as even
as possible, and every race has a counter for anything any other race has
to throw at it. You can't counter an attack that you don't know is coming.
Always find out what your opponent is up to. Commonly, an early worker can
search out enemy bases, discover the race of the opponent, possibly catch
a few tips on the tech path to be taken, and also harass workers mining and
building. Recon should never stop at the initial probe probe. Terran players:
hotkey your comsat station. The comsat station is one of the best tools of
recon, as well as for detection. Use your buildings' advantage of lifting
off. They may be slow, but they have a ton of hitpoints, and are always available
to use. Zerg players: Use your overlords for recon, but carefully. Overlords
are extremely slow before being upgraded, but are abundant. By placing them
in key locations, like above a cliff or at a choke can provide you with key
information. Burrowed units are nice if you get around to using them. Burrowed
units can be placed in key locations to prevent the construction of buildings,
are great for surprising an opponent, and are useful when just left underground,
for a small radius of sight. Protoss players: Observers. They are permanently
cloaked, and can detect cloaked units, so your opponent won't even know that
they're being monitored. Still, use them wisely, because they have very little
hit points. Also, sometimes building a pylon at certain locations can be
very beneficial. All it takes is 100 minerals, and within seconds, you will
have a 600 hp building with a pretty good sight radius. Remember: Always
find out what your opponent is doing, so that you can efficiently counter
and destroy them.
Have fun.