Tacticus Astartes
List of Strategy Articles:
Counter Table
Submited by Legion{IMC}, Author Legion{IMC}
Short/Mid Game Strategy
Submision by WhiteWolf-IMC, Author Unknown.
This is a strategy designed to control the map. You will achieve this by making your opponent go defensive and fall behind in resource production. This strategy is best used on larger scm's.
First thing is to make 10 scv's. When #9 is done have him make a supply depot. When #10 is done you will have 146 minerals (approx.). Have #10 make a barracks. When #9 is done building supply depot have him make a refinery. Then when #10 is done with barracks have him make supply depot #2.
When barracks is finished, alternate between building scv's and marines.When first marine is done be sure to send him out to scout. When refinery is finished, take 2 scv's off of gathering minerals and put them on gas. As soon as you get 100 gas build a factory. When factory is 50% complete, start a second factory.When the first factory is finished, build the add on and upgrade vulture speed. While speed is upgrading make 2 vultures. When 2nd factory is done make 2 vultures out of that factory.
Then send 6 marines and 4 vultures to your opponent. Vultures are strong against small units but the rate of fire is slow. Your first attack is just to try to slow your opponent down, so go straight for his probes or drones.
When speed is done, upgrade siege mode and make 2 tanks. Keep making vultures out of factory #2 and keep making marines, you want to keep sending groups of 4-6 vultures up to attack your opponents probes/drones. This will accomplish 2 things, First, it will slow down his ability to gather resources. Two, it will make him go defensive. Once you have achieved this the rest of the strategy will fall into place. After the 2 tanks are done, send the tanks plus 4 vultures and 6 marines to your opponent. Set up the tanks up in siege mode just outside of his town but close enough to hit his extractor/assimilator. Now you have just cut off his gas supply and he will be unable to climb the tech-tree. Back at your base, be sure to make an armory, (or an academy). Do not get caught up in your attack and be sure to continue production of units and buildings. As we know, terrans are not effective with just one unit type so be sure to get a wide variety.
After you get a few goliaths, (I tend to go heavy goliaths and make no academy) make a starport and get add on. At this point it is up to you in deciding if you are going to go wraiths or dropships. Now would be a good time to go for an expansion. After your expansion is up and running, make a science facility and get at least 3 sci-vessels. Now if playing against a zerg opponent then research irradiate. If your opponent is protoss then get emp shockwave. IT IS IMPORTANT TO STOP ANY ATTEMPT OF EXPANSION BY YOUR OPPONENT! (Tip: Let there nexus/hatchery finish building before destroying the expansion. This way your opponent loses their much needed resources).
By this time you will know what your opponent's strategy is. Be sure to have adequate reconnaissance to watch over all expansions. Be sure to stop any attempts at expansions. Once this has been accomplished, you will have free reign over the map and should have no problem defeating your enemy.
Weakness to this strat are early protoss rushes, so if your enemy is protoss be sure to make a bunker before starting 1st factory. As for zerg, the only thing you need to be cautious about is a quick hydra rush. As for zerglings, we all know what marines do to them..
( I always play random and when getting terran, I use this strat. It is quite effective because people don't expect to see vultures. There is no faster unit in the game after it's speed is upgraded. Because of the vultures speed you can constantly attack your opponent with small numbers. )
Terran Rush Strategy
Second Submision by WhiteWolf-IMC,Author Tobias [TKO]
0) Before the game even starts, put a finger on the 'S' key and your hand on your mouse
1) As SOON as the game comes up, select CommCenter and push S (If you're still using the icons, you WILL lose to rushers.)
2) Start the SCV's mining on _separate_ deposits
3) (here is where I set the allies/latency options, remember, if the game is smooth, low latency is your friend)
4) Your new SCV is done, make him mine
5) When the money's there, make two more SCV's
6) Now that you have 7 SCV's, start a barracks
7) Train the 8th SCV
8) Send that 8th SCV to make a supply depot
9) Train 2 more SCV's
10) Your Barracks and Supply Depot will finish almost at the exact same time - make a marine
Here I usually put those builder SCV's back on minerals, from there it just depends on my mood. Note also that rushers tend to concentrate exclusively on the early game (assuming they're going to win.) If you can hold out against a rusher in the first 10 minutes, chances are good that your brains (providing you have them) will beat his brawn in the late stages of the game.
Another word on building placement. I've found that two bunkers will stop most zergling rushes; for hydra rushes, you'll want tanks, and although idle SCV's is a cardinal sin in Starcraft land, keep a couple by your defenses to repair your tanks and bunkers.
Something else about going fast. Take a hint from baseball and keep your eye on what you want to click on. Looking back and forth between the keyboard and screen could get you disoriented and cost you a second or two (these little seconds are important in the beginning!) Also, I use an Orbit (Kensington track ball) - your hand won't get as tired as it does using a mouse, and you never run out of mousepad space.
Anyway this is both a tactic and a building order and i use it alot in team plays. Like 2v2 and more and also when i play with my clan. I have always have problem with getting rushed early in the game by zergs, but with this tactic i mostly out rush them.
What u do is as follows: Build 6 scv:s put them on minerals. Then build a barrack with youre 7:th and a supply depot with youre 8:th. After completing this tasks put one of them on minerals and the other on another barracks. Continue to make scv:s and put them all on minerals. Build a third barrack after the second. Then u build 1 or 2 marines and scout with them. When the third barracks is done build a fourth barracks.
After this u build another supply deopt. And then when u have 4 barracks start to crank out marines like hell. And build scv:s to gather minerals. If u want u can also get a refinary and an academy.
But then u need to put 3 scv:s to gather gas. And also have one scv building supply deopts all the time when its needed. Otherwise youre production will stop up and u dont want that to happen.
And with the academy u can upgrade to stimpack first and after that u 238 shells. I usually dont build academys and refinarys. I only do that if ill see that game is going to last longer than 15 min or so... But when u crank out marins like this and have teammates to back u up u ususally dont get games longer then 15 min or so...
This is also a great way to assist youre friends in there rush attempts. Otherwise its usually zerg players that rush but now u can help them out.
Tank Rush For a tank rush you have to build a supply depot with scv #7 and then a Barracks with #8. Then keep making scvs and put them on minerals. Try and build a bunker right after the barracks is done and try and fill it up quick. Sometimes minerals are farther away so it differs when you have enough Then with SCV #12 make an referinary and put 3 scvs on gas (u have to build the 3 scvs).
Build another bunker when u have the xtra res. and fill it. Keep makin supply Depots as u need em and keep makin marines until u have 6 xtra (6 not in bunker) Then when u have enough gas (400) and enough minerals (300-600) make 1 facotry and 1 barx. Then pump out tanks and some infantry to provide them with protection.
This tactic works great against zerg and other terrans early on in the game... it will work great against protoss too - unless the protoss player has a lot of zealots and breaks though your fire your tanks and marines can take heavy damage.
Terran Dropship Rush
Submited by ']['hunder(IMC), Author ']['hunder(IMC)
1.Mine on seperate deposits
2. build in "queue" meaning as soon as u get 50 min build another scv even if the first is not done building
3. make SCVs in that manner till you are at #8
4. Bulding #1 Barrack 4.1 Alternate between Marine and SCV but NEVER build in queue till u get about a total of 12-13 SCV
5. Building #2 Supply
6. Building # 3 Bunker (OPTIONAL although Suggessted)
7. Building #4 Refinery
8. Put 2-3 SCVs on Gas as soon as it is done
9. Building #5 Supply
10. Building #6 Factory (with no add on)
11. Building #7 & 8 Academy and Starport with add on (try to build at the same time.
12. Research stim asap as wel as build radar add on, also build Dropship at the same time. (Note u should keep building marines untilu have 8 to load in dropship....an extra supply may be required...
13. As soon as the dropship is ready.....scan around to find enemy..try to look at their peon line...send the dropship out and keep an eye on it. (At this point add on to factory beef up your defenses (add 1-2 bunkers and marines....if it Protoss go for tanks early)
When u Find them.
1.Build some stuff in queue at your base... preferably some marines 1-2 tanks and a dropship...whatever u can afford then go to loaded dropship.
2.Drop as deep within their Peon Line as possible, send the dropship back home (for another pick up) and stim stim stim....as soon as your marines all touch down stim...when they slow down stim again....put enemy peon in the target "waypoint" if necessary....this will devastate a player ill prepared for this and slow down production.
3. by the time your original dropship is back (do a quick repair if necessary) load up some tanks and more marines.. (If you are fast you can have 2 ships of marines and 1 of tanks and drop again...maybe from the other side...or maybe in the same spot...but always scan first.....develop cloak and build a wraith...send an scv to expand...u now got the enemy freaked out....to an extent.
Marine Drop Laws: If it doesn't work the first time scrap it and go for what ya know. If it does work..... immediately follow up Never drop less than 8 marines Never drop marines that cannot be stimmed... Your goal is to stop prduction..make sure the group is aiming at the peons and not buildings...defend reasonably... Never drop without knowing where the peon line is.
What to watch for: Zealot rush especially double rush Double Rush of any kind (remember youu are climbing the tech tree decently far and that could hurt more often than not)
Contingencies:
Protoss:
If you scan and see they are going for reaver drop, u want to get air up asap (I would suggest asome marines....and stim/pray)..cause if that reaver gets out as u land.... your marines are D.E.A.D.....bottom line..then they can load the reaver in a shuttle and send it your way...u may want to delay and concentrate on defending till the shuttle is gone and then drop.........leaving your dropship as an option. (up to you) If u think u caught it early enuff, do the drop and go for a wraith or 2....to possibly kill of the shuttle but to finish off the reaver for sure.....build 2 if u can get away with it....just never in queue....remember u can lift off your buildings if need be...repair command center....and keep the money coming.
Zerg:
If u scan and your opponent has 12 hydras sitting around......you have messed up somehow or he/she is really fast...best to build two bunkers , put those marines in them and take the rush....and plan for a more lethal drop or to do a bunker unload couterattack...(make note of sunken colonies..they hurt marines bad)keep at least 8 marines out so you can stim them adn watch the bugs die.....If there is no rush time to make air and quick....especially defense..cause they are going for mutas which mean guardians which mean u lose unless prepared....if u decide to drop target the Spire with everything u got... use tanks and have the marines cover them...maybe send a group of bats via ground just to shake things up a bit.
WRAITH RUSH
Submited By Zerg_Killa ,Author Zerg_Killa
Wraiths are the first flying unit for Terrans, and one of the strongest air to air units. This strategy will show you how to get wraiths early on in the game. I've used it and it works pretty well. I'll go through the build-up order for this strat and then tell you what to do from then. If scv is not building put him on minerals.
Build Order
More on Build Order
When you have enough Marines, say 25 to 30, you can stop. Be careful; try not to build too many Marines at one time. This is so because you need the minerals to build the Wraiths. Keep pumping out Wraiths when you have 100 gas. Use your first Wraith to go scout for the enemy. If the enemy attacks you or rushes you, bring and SCV to repair damaged Bunkers. If you're on a map that has a chokepoint, put your 1st Supply Depot and your 1st Barrack in front of your bunkers. This will make it harder for the enemy to reach your scv. Have two or three scv around this area to repair.
When you have a considerably amount of Wraiths (20 or so), research the Apollo Reactor to give the Wraith 50+ more energy to cloak. Then when you have enough minerals, build 1 to 2 armories. Upgrade them to give the Wraiths that extra edge. Repair the Wraiths when they get damaged.
Tips on Offense
Build an Academy and a Comstat Station. Put the Comstat Station into a Ctrl Group. If youre playing Protoss, and they have Observers around, Scanner Sweep the area where you see that moving Observer.
Try putting Put Wraiths into Ctrl Groups.
If there are not many enemy units that can attack air, then don't cloak. Take them out with the Wraiths, and when there are a lot of air attacking units, cloak. Its pretty much common sense.
Tips on Defense
Do not let the enemy see your Wraiths. Take them by surprise when they attack.
Recon with 12 Wraiths around your base. Catch the enemy offguard if you see him.
Take out his expansions.
Well, there you have it. The build order is almost exact. It mainly goes by the amount of minerals and gas you have (mostly gas). You should try this build order and then go your own way. For the parts where I say that you can build 2-4 units, you just need to build 2 to get to the wraiths quickly. You can build 4 if you want to be on the safe side, like, if you have been attacked before and you know they are going to attack you again.
MECH UNITS AND IRRADIATE
This strategy requires a Science Vessel and mechanical units (tanks, Goliaths, vultures, wraiths, BC), and best used against Zerg players. It is not a fast attacking type of strategy, so you should have your base defended well, and have one to two expansions. This strat mainly is to help you in your offense, and not intended to be used as a main strategy (though I'm not saying that you couldn't). So it's more like a helping tip.
Have two or three Science Vessels ready with full energy, with the Irradicate and the Titan Reactor (the 50+-energy upgrade) researched. You should put the Irradicate and your mechanical units (Since Irradicate affects non-mechanical units); I'd do the flyers, and attack with these guys. If you want them to last longer, put the Defense Matrix on the units with the Irradicate. Send these flyers into the Zerg army, and it will hurt all their units since Irradicate affects the surrounding units. Put these Irradicated flyers directly above their strong ground units (Ultralisks, pack of hydras). Or you could place them above their zerglings and kill all of them reducing the amount of damage you will take when you attack with your army.
I would put the Irradicate on Wraiths and send them in cloaked, so when the Irradicate wears off, you can send them home once they get a good distance from the detectors, and hopefully they are alive.
I found this by myself. If you are attacking and they are strong you can put buildings as destracters. They tend to like buildings more. I like to use baracks or factories that way u can build troops in there base.
ZERG OVERVIEW
Submitted and Authored By WorldEater{IMC}
I've found that the zerg only work well if you use them in hordes. Compared to other races, their hit points are fairly low, although on average their attack power is okay. In large groups, zerg can take out most opposition before the opposition can kill more than a small amount of zerg. The trick is to pay attention and make sure the hordes all concentrate on the same target, that way they can take out that target quickly. Remember, an almost dead unit does the same amount of damage as a healthy one.
Build Order
1) Drone (for mining)
2) Drone (for mining)
3) Drone (for mining)
4) Spawning Pool (keep all drones mining until you have enough minerals)
5) Drone (for mining)
6) Overlord
7) Drone (either a creep colony or a refinery, depending on what your taste)
8) 6 zerglings (if you follow the plan you should have enough cash at about the same time the pool is done growing)
9) If you're in for a long game, keep building drones. Get 2-4 more sunkencities (more is better) and have at least 3 drones on the refinery
10)If you're going for a rush, build a second hatchery ASAP and build zerglings and hydralisks, and go light on defense (2-3 sunken cities).
Up to the zerglings, this build order is as fast as you can go. After that, its up to you what you want to build. I usually go for mutalisks and hydralisks simultaneously. Just remember to pay attention to your overlords. You shouldn't ever require more overlords, because you should keep one step ahead of yourself. Trust me, you never want to be caught unable to build units while playing any race.
Units
Zerglings:
Zerglings are probably the most fun unit the zerg have. If you're in a group game, its sometimes fun to build masses and masses of zerglings. They do well like that. But in real games, They aren't too useful except in the initial rush (which you should almost always attempt). If you attack with your first 6 zerglings and the enemy has few defenses, keep building zerglings while moving towards mutas. The zerglings will slow down the enemy until you have mutas, and then you can really lay into them. Also, zerglings are good in a one-two punch with hydras. Send in the hydras to take out major defenses in an enemy's base, then send in zerglings to destroy their infrastructure (their fast attack rate makes them great for demolition).
Hydralisks:
I honestly don't use hydras much because I do mostly team games and go straight to mutas. However, In a one on one its a very good idea to have hydras hanging around your base for defense, since they attack both air and ground. On the attack, they're only good in groups of 8 or more, and make sure when you attack you group them up outside the enemy base FIRST THING. If you don't, they'll walk into the base in a line, in which case they might as well be lemmings walking off a cliff. Also, its best to supplement them with zerglings and lurkers, and maybe ultras if you have them.
Lurkers:
Lurkers are great if used right, and very weak if used wrong. A key mistake I see made often is people that build solely lurkers, and then try to attack the enemy's main defense with them. The problem with that is, you kill the choke point, but you kill it fairly slowly, and now the enemy has ample time to prepare a quick defense against them. As a front line unit they should only be used to supplement your other ground forces. The best way to use them is to be creative. One of the most devastating attacks I've ever seen involves dropping them into a supply line. Thunder was fond of that move. He would build straight to lurkers and research transport and overlord speed right away, and then send in 2 or 3 overlords filled with lurkers. Dropping them in the supply line works well because the enemy usually leaves it unguarded and once they're in, there's not much the enemy can do. No minerals means no response.
Mutalisks:
These are my all time favorite unit. They're versatile and deadly. I usually go straight to mutas in team games, because if you can get them fast enough you have a serious advantage on a ground-only enemy. They only work well in large groups (at least 8 or more) and their attack range is short, so only attack with them if you know they can win. They work well against groups of small enemies like marines or hydras, because their attack hits multiple enemies. When they aren't attacking, always keep them moving. Keep checking all the mineral sites with them to make sure the enemy isn't building outposts. When attacking, send a token ground army into their front to divert their forces, then send an army of mutas to attack the supply line. Since they attack multiple enemies at once, they will quickly wipe out workers.
Guardians:
These are good if your enemy has bunkered in, but otherwise I would stick solely to mutas. Guardians are a very good unit, but their cost is horrendous, and they only work well in groups of 6 or more. They're only really useful is the enemy has heavy defense (mutas are very bad at taking out enemy defenses if the defense is built correctly). Make sure you give guardians heavy cover, and when you attack, make sure they stay at the maximum range from their target. If they move too close to the enemy defense they will be be attacked and you will probably be out 6 guardians.
Scourge:
These babies are seriously overlooked. They're especially useful against other zerg, because sending them in waves of 12 or more into an overlord cluster can be devastating. Note that they only work well in extremely large groups (12 or more), and they require lots of gas, so make sure you bulk up on the vespene if you plan to hatch scourge. Scourge are also a good defense against capital ships (battlecruisers, Carriers, and Arbitors).
Devourers:
The only major use I have found for these is as a counter for other the other anti-air units in BW, Corsairs and Valkeries. They are especially devastating against corsairs, since corsairs rely on their high rate of fire and the scourge slow down enemy rate of fire with their spores. Like the guardians, they are extremely expensive and vulnerable to enemy attack, so make sure you cover them with plenty of mutas. If you do build them, I would build between 4 and 6. Any less makes them useless in battle (slow attack rate) and any more is just useless (their actual attack doesn't do much damage, and once something is spored the devourer has served its purpose).
Ultralisks:
I only use these against the computer, because I can never seem to get to them in time when fighting humans. They're a great supplement to large groups of hydras, but that's all. Alone, they are vulnerable to hoarding enemies like zerglings (a mass of zerglings will tear apart a mass of Ultralisks). I like to keep my own zerglings close to them to prevent just such a thing from happening. Ultralisks are good for mop up and demolitions. The BW upgrades are definitly worth researching if you have time
Queen:
I barely use them. In large games, they can be useful for taking out siege tanks with their broodling attack (kills any one unit in one hit, not bad). but other than that they simply don't do much. Infested terrans are fun but not practical, since you have to aim each one at a specific target.
Devourer:
Like the queen, I barely use them. They simply aren't worth the time to build. By the time you have them, you've probably already won the game.
Sunken Colonies:
Build in clusters of 3. Keep at least 3 on your supply line, and build the rest in a line back from the entrance to your base. For example, if you're playing on hunters, instead of building them at the choke point, keep them a few blocks back and build a line. Now the enemy walks into the huge line and tries to spread out to destroy them all, which is suicide. Also, you have room to build more, and the more you have the better.
Spore Colonies:
I usually don't build many. I put them near my sunken colonies to use as detectors, but for the most part I don't need them. I use the more versatile hydralisk instead.
Nydus Canals:
These things are great if you have a hydra army. They allow you to move your army from one outpost to another (or your friend's base if he's in trouble). Don't overlook their usefulness.
That's about all the knowledge I have involving the zerg. The trick is to build and attack in hoards. Also, once you attack, never let up. Keep attacking. The advantage zerg have is their speed. Their units build fast. So can keep a steady supply of forces on the front. You will eventually wear the enemy down.