Welcome. This section of the FAQ contains information on the units and
buildings of the three races in StarCraft. I have also included some of my
thoughts about the various units, so this is not just a drab listing of
abilities and hit points. So, select where you want to go, and thank you for
reading.
Also, if you wish to post either of these files on your webpage, please let me
know. I do this to prevent anyone from plagiarizing my work, and also so I can
compile a list of sites where you can find this FAQ.
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1. Terran
The Terrans are the most like the Orcs and Humans of WarCraft II of the three
races in StarCraft. You have SCV's instead of Peasants, Marines instead of
Footmen, etc. An experienced WC2 player will easily pick up on this race before
the others.
1.1. Terran Buildings
All Terran buildings can be repaired by an SCV. Also, when a Terran building is
heavily damaged (hit points are shown in red), it will slowly lose hit points
until it is destroyed.
1.1.1. Command Center
400 Crystals Produces:
1500 HP SCV
Provides 10 Supply Comsat Station
Has flying ability Nuclear Silo
The Command Center is the Terran Center of Crystal and Gas production, and also
the cornerstone of any Terran settlement. It produces SCVs for 50 crystals
each, and has two different attachments. The Command Center can also lift-off
and fly about the map.
1.1.1.1. Comsat Station (Requires: Academy)
50 Crystals, 50 Gas Sensor Sweep
500 HP - 75 Energy
200 Energy
Command Center attachment
The Comsat Station is used as one-time reconaissance in any area. Also, you
can use the Comsat Station to detect cloaked units, so I suggest keeping this
hotkeyed.
1.1.1.2. Nuclear Silo (Requires: Science Facility with attached Covert Ops)
100 Crystals, 100 Gas Produces:
600 HP Nuclear Missile
Command Center attachment - 200 Crystals, 200 Gas, 8 Supply
This stores Nuclear Missiles, which are used in conjunction with Ghosts for
nuclear strikes. This is rather expensive as well, so use carefully.
1.1.2. Supply Depot
100 Crystals
500 HP
Provides 8 Supply
1.1.3. Refinery
100 Crystals
750 HP
Gas production
1.1.4. Engineering Bay
125 Crystals Research:
850 HP Upgrade Infantry Weapons
Has flying ability - 3 levels
Upgrade Infantry Armor
- 3 levels
This place allows you to upgrade the weapons and armor of your Marines,
Firebats, and Ghosts. This is well worth the resources, especially if you are
stocking many bunkers. But, if you are using the bunkers, armor is not as
important. You will need a Science Facility for upgrades to levels 2 and 3.
1.1.5. Barracks
150 Crystals Produces:
1000 HP Marine
Has flying ability Firebat
Ghost
The Barracks produces all of your lesser units. The Firebat is not as useful as
the Marine, but you may want to use them when fighting against Protoss or Zerg.
1.1.6. Missile Turret (Requires: Engineering Bay)
100 Crystals
200 HP
Cloak Detection
Longbolt Missile
- Targets air
- 20 damage
You should definitely place Missile Turrets around your base, for they serve not
only as cloak detection but also air defense. Don't forget to put these by any
back doors you may have, too. Remember that air units can go anywhere.
1.1.7. Academy (Requires: Barracks)
200 Crystals Research:
600 HP U-238 Shells (Increase Marine attack range)
- 150 Crystals, 150 Gas
Stim Pack Tech (Marine and Firebat ability)
- 100 Crystals, 100 Gas
The U-238 Shells are a _must_ when you get an Academy. These will extend the
range of your Marines' guns, which will tighten your defense and better your
attacks. Also, the Stimpacks are excellent when you have a large group of
Marines or Ghosts.
1.1.8. Bunker (Requires: Barracks)
100 Crystals
350 HP
Holds up to 4 SCVs, Marines, Ghosts, or Firebats
The Bunker is the key to Terran defense. The ability to switch types of weapons
and upgrade them make this the best (and most expensive) of any of the three
races' defenses. Mix these with Missile Turrets and you will have a formidable
defense.
1.1.8. Factory (Requires: Barracks)
200 Crystals, 100 Gas Produces:
1250 HP Vulture
Has flying ability Siege Tank
Goliath
Machine Shop
The Factory is the production facility for the large Terran ground units. A
Machine Shop should be added on the to Factory as soon as possible to allow for
research in Siege Tanks and to produce Siege Tanks.
1.1.8.1. Machine Shop
50 Crystals, 50 Gas Research:
750 HP Ion Thrusters (Faster Vulture movement)
Factory Attachment - 100 Crystals, 100 Gas
Spider Mines (Vulture ability)
- 150 Crystals, 150 Gas
Siege Tech (Siege Tank ability)
- 150 Crystals, 150 Gas
The Machine Shop will allow you to research the powerful Siege Mode for Siege
Tanks, and will also improve the speed of your Vultures and equip them with
Spider Mines.
1.1.9. Starport (Requires: Factory)
200 Crystals, 100 Gas Produces:
1300 HP Wraith
Has flying ability Dropship
Science Vessel
Battlecruiser
Control Tower
The Starport is where you produce all of the Terran air units. 3 of these units
also require an attached Control Tower.
1.1.9.1. Control Tower
100 Crystals, 50 Gas Research:
500 HP Cloak (Wraith ability)
Starport attachment - 150 Crystals, 150 Gas
Apollo Reactor (+50 Wraith energy)
- 200 Crystals, 200 Gas
The Control Tower allows you to produce the Dropship, Science Vessel, and
Battlecruiser. It also is where you develop Cloaking for the Wraiths.
1.1.10. Science Facility (Requires: Starport)
150 Crystals, 200 Gas Produces:
950 HP Covert Ops
Has flying ability Physics Lab
Research:
EMP Shockwave (Science Vessel ability)
- 200 Crystals, 200 Gas
Irradiate (Science Vessel ability)
- 150 Crystals, 150 Gas
Titan Reactor (+50 Science Vessel energy)
- 150 Crystals, 150 Gas
The Science Facility will allow you to produce the Science Vessel at the
Starport. Also, the Covert Ops attachment provides for Ghosts and Nukes, while
the Physics Lab provides for Battlecruisers.
1.1.10.1. Covert Ops
50 Crystals, 50 Gas Research:
750 HP Lockdown (Ghost ability)
Science Facility attachment - 200 Crystals, 200 Gas
Personnel Cloaking (Ghost ability)
- 100 Crystals, 100 Gas
Ocular Implants (Increase Ghost sight
range)
- 100 Crystals, 100 Gas
Moebius Reactor (+50 Ghost energy)
- 150 Crystals, 150 Gas
Covert Ops is the center of research for Ghosts. If you want a Nuclear Strike,
you need to develop at least the Cloak.
1.1.10.2. Physics Lab
50 Crystals, 50 Gas Research:
600 HP Yamato Gun (Battlecruiser ability)
Science Facility attachment - 200 Crystals, 200 Gas
Colossus Reactor (+50 Battlecruiser
energy)
- 150 Crystals, 150 Gas
The Physics Lab will allow you to produce Battlecruisers at a Starport. It is a
good idea to develop the powerful Yamato Cannon, and you will realize the
necessity of the extra energy as well.
The Armory will increase the defense and power of all of the large units in the
Terran army. Fully upgraded units will do a lot better than slightly or not
upgraded ones. You will need a Science Facility for upgrades to levels 2 and 3.
1.2. Terran Units
All Terran units but the Terran infantry units (Marine, Firebat, Ghost) can be
repaired.
The SCV is responsible for building all of the Terran buildings, repair, and
gathering of resources.
1.2.2. Marine Produced at Barracks
50 Crystals Ability:
1 Supply Stim Pack
40 HP -Improves speed and firing rate
-Costs 10 HP per use
Gauss Rifle
- Targets air and ground
- 6 damage
- +1 per upgrade
Infantry Armor
- 0 base armor
- +1 per upgrade
The Marine is the basic Terran attack unit. It is the only basic unit of the
three races that can attack both air and ground. Also, they are extremely
effective in large groups, especially with Stim Packs.
1.2.3. Firebat Produced at Barracks
Required: Academy
50 Crystals, 25 Gas
1 Supply Ability:
50 HP Stim Pack
The Firebat is not as useful as the Marine, but it can deal a lot of damage at
close range, beating out Zerglings and a better match for a Zealot. However, it
still does not have a lot of life and is beat by air units.
1.2.4. Ghost Produced at Barracks
Required: Academy, Science Facility with
25 Crystals, 75 Gas attached Covert Ops
1 Supply
45 HP Abilities:
200 Energy Cloak
- 25 Energy, constant drain
C-10 Canister Rifle Lockdown (Stops mechanical units)
- Targets air and ground - 100 Energy
- 10 damage Nuclear Strike (Loaded Nuclear Silo required)
- +1 per upgrade
Infantry Armor
- 0 base armor
- +1 per upgrade
The Ghost is a great infantry unit, not even taking into account his Nuclear
Strike ability. Ghosts have a long range, powerful weapon, and various
abilities. When you get a Covert Ops, you should research Cloaking and Ocular
Implants for Nuclear Strikes.
1.2.5. Vulture Produced at Factory
75 Crystals Ability:
2 Supply Spider Mine
90 HP - 3 Spider Mines per Vulture
- 125 damage
Fragmentation Grenade - Planted in ground
- Targets ground
- 20 damage
- +2 per upgrade
Vehicle Plating
- 0 base armor
- +1 per upgrade
Vultures are fast, hit-and-run vehicles that have a decent attack. They also
have the Spider Mine ability, which provides for a good base defense. Ion
Thrusters (at Machine Shop) are also recommended if you use Vultures.
1.2.6. Siege Tank Produced at Factory
Required: Attached Machine Shop
150 Crystals, 100 Gas
2 Supply Abilities:
150 HP Siege Mode (while in Tank Mode)
- Loses mobility for powerful cannon
Tank Mode Tank Mode (while in Siege Mode)
- Tank can move again with weaker cannon
Arclite Cannon
- Targets ground
- 30 damage
- +3 per upgrade
Vehicle Plating (both modes)
- 1 base armor
- +1 per upgrade
The Siege Tank is an interesting unit. It can move about and attack for a fair
bit of damage, or it can stop and unleash a powerful cannon with splash damage.
Be careful, though, and escort any Siege Tanks with air defense.
1.2.7. Goliath Produced at Factory
Required: Armory
100 Crystals, 50 Gas
2 Supply
125 HP
Hellfire Missile Pack
- Targets air
- 20 damage
- +2 per upgrade
Vehicle Plating
- 1 base armor
- +1 per upgrade
The Goliath has two different attacks, the air attack definitely being better.
This makes the Goliath a better air support vehicle, and an excellent complement
to the Siege Tank.
1.2.8. Wraith Produced at Starport
200 Crystals, 100 Gas Ability:
2 Supply Cloak
120 HP - 25 Energy, constant drain
200 Energy
Flying
Gemini Missiles
- Targets air
- 15 damage
- +2 per upgrade
Ship Plating
- 0 base armor
- +1 per upgrade
The Wraith is a better air attack ship than ground attack ship, like the Protoss
Scout. But the Wraith's main strength is its Cloaking ability. If you opponent
does not have good cloak detection, you can easily sneak in a base and do a
great deal of damage before help arrives.
1.2.9. Dropship Produced at Starport
Required: Control Tower
100 Crystals, 100 Gas
2 Supply
150 HP
Transporting
Flying
Ship Plating
- 1 base armor
- +1 per upgrade
The Dropship is just a transport unit, it's rather slow, so you definitely need
some escort with it, especially since it has no weapon.
1.2.10. Science Vessel Produced at Starport
Required: Science Facility
25 Crystals, 300 Gas
2 Supply Abilities:
200 HP Defensive Matrix (Places temporary shield on one
200 Energy unit)
Cloak detection - 100 Energy
Flying EMP Shockwave (Reduces shields and energy to 0
in target area)
Ship Plating - 100 Energy
- 1 base armor Irradiate (Constantly reduces HP of one unit)
- +1 per upgrade - 75 Energy
The Science Vessel is the only Terran unit for mobile detection, but it also has
several useful abilities. EMP Shockwave is very useful against Protoss, while
Irradiate is useful against Zerg.
1.2.11. Battlecruiser Produced at Starport
Required: Science Facility with attached Physics
400 Crystals, 300 Gas Lab
8 Supply Control Tower
500 HP
200 Energy Ability:
Flying Yamato Cannon (Great damage on one target)
- 150 Energy
ATA Laser
- Targets air
- 25 damage
- +3 per upgrade
The Battlecruiser has a lot of armor and HP, making it very durable. It does
not do a great deal of damage with its Laser, but its Yamato Cannon can do a
great amount of damage, but this is why it takes so much energy. If you
research the Yamato Cannon, you probably also want the Colossus Reactor.
The Zerg are very different from the Terrans in many aspects. First, all of the
units are produced at one location, the Hatchery (which may be mutated into a
Lair or Hive). All of the buildings produced are support buildings, which can
enable production of certain units. Remember that all Zerg buildings may only
be produced on the Creep, a purple substance found on the ground surrounding
Hatcheries.
2.1. Buildings
All Zerg buildings except the Hatchery must be built on the Creep. All Zerg
buildings regenerate. To build a building, you must mutate a Drone into one,
and you lose the Drone in the process.
2.1.1. Hatchery
300 Crystals Produces:
1250 HP Larva
Provides 1 Control Mutate:
Lair
- 150 Crystals, 150 Gas (requires
Spawning Pool)
Evolve:
Burrow (Zerg ground unit ability)
- 100 Crystals, 100 Gas
The Hatchery is the center for Crystal and Gas production, and also produces
Zerg larvae, from which all Zerg units are mutated. Only 3 larvae may be out a
one time.
2.1.1.1. Lair
1800 HP All abilities of Hatchery
Provides 1 Control Evolve:
Ventral Sacs (Overlord transporting)
- 200 Crystals, 200 Gas
Antennae (Greater Overlord sight range)
- 150 Crystals, 150 Gas
Pneumatized Carapace (Faster Overlord
movement)
- 150 Crystals, 150 Gas
The Lair opens up the ability to build a Spire and Queen's Nest, and to evolve
your Overlords. I don't think the Antennae is as important as the other two
evolutions.
2.1.1.2. Hive
2500 HP All abilities of Hatchery and Lair
Provides 1 Control
The Hive allows you to produce a Nydus Canal, Ultralisk Cavern, and Defiler
Mound.
The Sunken Colony attacks ground units very slowly, but it does provide some
defense. It seems too slow to be an effective defender, and I, in my opnion,
would rather have 8 Zerglings with the 200 Crystals spent here.
2.1.3. Extractor
50 Crystals
750 HP
Gas production
2.1.4. Spawning Pool
150 Crystals Evolve:
750 HP Metabolic Boost (Faster Zergling movement)
- 100 Crystals, 100 Gas
Adrenal Glands (Faster Zergling attack,
requires Hive)
- 150 Crystals, 150 Gas
The Spawning Pool allows you to produce Zerglings. It also has two extremely
good evolutions for your Zerglings that you should get as soon as you can.
The Evolution Chamber is where you will do all of your damage and armor
upgrading for all of the Zerg ground units. You will need a Lair for level 2
upgrades, and a Hive for level 3 upgrades.
2.1.6. Hydralisk Den (Requires: Spawning Pool)
100 Crystals, 50 Gas Evolve:
950 HP Muscular Augments (Faster Hydralisk movement)
- 100 Crystals, 100 Gas
Grooved Spines (Greater Hydralisk attack
range)
- 150 Crystals, 150 Gas
The Hydralisk Den will allow you to produce Hydralisks. Again, both of these
evolutions are very good, and you should do them.
2.1.7. Spire (Requires: Lair)
200 Crystals, 150 Gas Evolve:
600 HP Flyer Attack
- 3 levels
Flyer Carapace
- 3 levels
Mutate:
Greater Spire (Required: Hive)
- 100 Crystals, 150 Gas
The Spire will allow you to create Mutalisks and Scourges. You can also upgrade
all Zerg flying units here. You will need a Lair for level 2 upgrades and a
Hive for level 3. You will also need a Hive to mutate the Spire into a Greater
Spire.
2.1.7.1. Greater Spire
1000 HP All abilities of Spire
The Greater Spire allows the Guardian Aspect command for Mutalisks, which allows
them to mutate into Guardians.
2.1.8. Queen's Nest (Required: Lair)
150 Crystals, 100 Gas Evolve:
950 HP Spawn Broodlings (Queen ability)
- 200 Crystals, 200 Gas
Ensnare (Queen ability)
- 100 Crystals, 100 Gas
Gamete Meiosis (+50 Queen energy)
- 150 Crystals, 150 Gas
The Queen's Nest will allow you to produce Queens. If you want to use Queens, I
suggest you evolve, at least, the Spawn Broodlings. This can destroy some of
the larger units, like Siege Tanks and Dragoons.
2.1.9. Nydus Canal (Required: Hive)
150 Crystals Ability:
250 HP Build Nydus Canal Exit
Transports ground units
The Nydus Canal is a perfect way to link your expansions. Sending a unit into a
Nydus Canal will instantaneously transport it to the other end of the Canal.
You must build the Canal with a Drone, and then create an exit anywhere on
Creep.
2.1.10. Ultralisk Cavern (Required: Hive)
150 Crystals, 200 Gas
600 HP
All this does is allow you to create Ultralisks.
2.1.11. Defiler Mound (Required: Hive)
100 Crystals, 100 Gas Evolve:
850 HP Plague (Defiler ability)
- 200 Crystals, 200 Gas
Consume (Defiler ability)
- 100 Crystals, 100 Gas
Metasynaptic Node (+50 Defiler energy)
- 150 Crystals, 150 Gas
This allows you to create Defilers. If you are to use Defilers, definitely
evolve the Plague ability, and you will find that the Metasynaptic Node will be
necessary since the Defiler abilities are high in energy consumption. That is
also the reason for the Consume ability, where you can sacrifice one of your
units to replenish 50 energy of a Defiler.
2.2. Zerg Units
All Zerg units regenerate, and all Zerg ground units (except the Ultralisk)
burrow. Also, all Zerg units are mutated from Zerg Larvae, which are only found
around Hatcheries, Lairs, or Hives.
2.2.1. Larva Found around Hatchery, Lair, or Hive
Can mutate into all Zerg units
25 HP
Carapace
- 10 base armor
- +1 per upgrade
One Larva may mutate into a Drone, 2 Zerglings, an Overlord, a Hydralisk, a
Mutalisk, 2 Scourges, a Queen, an Ultralisk, or a Defiler. Any larva that is
mutating turns into an Egg first.
2.2.1.1. Egg
200 HP
2.2.2. Drone No requirement
50 Crystals Abilities:
40 HP Gather
1 Control Basic Mutation
Advanced Mutation
Spines
- Targets ground units
- 5 damage
Carapace
- 0 base armor
- +1 per upgrade
The Drone gathers Crystals and Gas, and mutates into all of the Zerg buildings.
2.2.3. Zergling Required: Spawning Pool
50 Crystals
35 HP
1 Control
2 Zerglings per egg
Claws
- Targets ground units
- 5 damage
- +1 per upgrade
Carapace
- 0 base armor
- +1 per upgrade
Zerglings are quick, deadly little creatures and are the most basic Zerg attack
unit. They can evolve to have faster movement and faster attack as well.
However, their low HP makes them very susceptible to long-range attacks. There
are 2 Zerglings produced for every Larva that mutates.
2.2.4. Overlord No requirement
100 Crystals
200 HP
Cloak detection
Transporting (must be evolved at Lair or Hive)
Provides 8 Control
Flyer Carapace
- 0 base armor
- +1 per upgrade
The Overlord serves three purposes: (1) sources of Control, (2) mobile cloak
detection, and (3) transporting. This makes the Overlords very valuable, and
they fact that they are cloak detectors make them quick targets of attacks.
2.2.5. Hydralisk Required: Hydralisk Den
75 Crystals, 25 Gas
90 HP
1 Control
Needle Spines
- Targets air and ground
- 10 damage
- +1 per upgrade
Carapace
- 0 base armor
- +1 per upgrade
The Hydralisk is probably one of the better units in StarCraft. It has a quick
attack that does a decent amount of damage and can target air and ground units.
It is also a rather cheap unit, and is hard to kill easily at 90 HP.
2.2.6. Mutalisk Required: Spire
100 Crystals, 100 Gas Ability:
120 HP Guardian Aspect (mutates into Guardian,
2 Control requires Greater Spire)
Flying - 50 Crystals, 100 Gas
Glave Wurm
- Targets air and ground
- 9 damage
- +1 per upgrade
Flyer Carapace
- 0 base armor
- +1 per upgrade
The Mutalisk is the weakest air unit in StarCraft. They are the cheapest as
well, and large groups of them do just as well as large groups of Scouts or
Wraiths when attacking ground units. However, Wraiths and Scouts have stronger
air-to-air attacks, so you have to rely on Scourges or Hydralisks for escort.
When you get a Greater Spire, you can mutate a Mutalisk into a Guardian, but it
first changes into a Cocoon.
The Guardian's Acid Spore has a very long range, so it is an excellent unit for
destroying base defense. It can only attack ground, so escort it with Mutalisks
or Hydralisks.
2.2.7. Scourge Required: Spire
25 Crystals, 75 Gas
20 HP
1 control
Flying
Suicide
- 110 damage
Flyer Carapace
- 0 base armor
- +1 per upgrade
The Scourge are just bombs that destroy air units, the trick is to use them
before they are destroyed by the unit they are destroying.
2.2.8. Queen Required: Queen's Nest
100 Crystals, 150 Gas Abilities:
120 HP Infest Command Center (Mutates heavily damaged
200 Energy Command Center into Infested Command Center)
2 Control Parasite (Allows you to see around infected
Flying unit)
- 50 Energy
Flyer Carapace Spawn Broodlings (Destroys nonmechanical units,
- 0 base armor creates two Broodlings)
- +1 per upgrade - 150 Energy
Ensnare (Slows down affected units)
- 100 Energy
The Queen is a quick, flying unit with some special abilities. The Parasite is
excellent to use on enemy units inside a base to find out what is going on
there, and the Spawn Broodlings is very useful. Also, Infest Command Center is
very nice if you manage to get a Command Center or if you are allied with a
Terran in a multiplayer game.
2.2.8.1. Broodling Created by Queen
30 HP
180 Energy
- When Energy runs out, Broodling dies
The Broodling is weaker than a Zergling, attacks slower, and moves slower, but
can be very useful if the Broodlings are created in the middle of a group of
Siege Tanks.
2.2.9. Ultralisk Required: Ultralisk Cavern
200 Crystals, 200 Gas
400 HP
6 Control
Kaiser Blades
- Targets ground
- 20 damage
- +3 per upgrade
Carapace
- 1 base armor
- +1 per upgrade
The Ultralisk has the most HP of any StarCraft ground unit, and has a fair
attack. The attack is not much stronger than the Guardian's Acid Spore,
however. Since the Ultralisk can't attack air, it will need an escort, but you
should never just attack with Ultralisks anyway.
2.2.10. Defiler Required: Defiler Mound
25 Crystals, 100 Gas Abilities:
80 HP Dark Swarm (Nullifies ranged attacks)
200 Energy - 100 Energy
2 Control Plague (Reduces HP in target area to low numbers)
- 150 Energy
Carapace Consume (Sacrifice one of your own units, adds
- 1 base armor 50 energy to Defiler)
- +1 per upgrade
The Defiler has abilities that can be overlooked. The Dark Swarm is good
against base defenses (and especially against Terrans), and Plague is good
against Protoss, for it reduces their base life while unaffecting the shields
that can be regenerated. Consume is an excellent way to replenish energy, since
you can consume any of your own units (like a cheap Zergling), and add 50
energy.
2.1.11 Infested Terran Produced at Infested Command Center
100 Crystals, 50 Gas
60 HP
1 Control
Suicide
- Targets ground
- 500 damage
Carapace
- 0 base armor
- +1 per upgrade
The Infested Terran is a nice unit when you get it, but if you can infest a
Command Center, you're doing very well anyways. 500 damage is a heck of a lot,
and remember that it is splash damage, so watch out.
3. Protoss
The Protoss are more like the Terrans in the way that the units are produced,
but there are several other differences. All Protoss units and buildings have
shields that can regenerate. Also, most of the Protoss units have many hit
points, and do more damage, but they do cost more.
3.1. Protoss Buildings
All of the Protoss buildings must be warped in by a Probe. Once a warp rift has
been created, the Probe may do another task, so you don't have to stand by the
building while it is being created. Also, all buildings except the Nexus and
the Assimilator must be powered by Pylons.
The Nexus is the center for all Crystal and Gas production, and produces the
unit that gathers them, the Probe. It also provides 9 Psi, but does not power
other buildings.
3.1.2. Pylon
100 Crystals
300 HP
300 Shields
Provides 9 Psi.
Powers other buildings
The Pylon powers other buildings within its Sphere of Influence, and it also
serves as a supply source, providing 9 Psi.
3.1.3. Assimilator
100 Crystals
450 HP
450 Shields
Allows gas production
3.1.4. Gateway Produces:
Zealot
150 Crystals Dragoon
500 HP High Templar
500 Shields
The Gateway is where the basic Protoss ground units are produced. You will need
a Cybernetics Core for Dragoons, and a Templar Archives for High Templars.
At the Forge, you can upgrade the Armor and attack of all of your Zealots and
Dragoons. Also, (and even more important), you can upgrade the Shields, which
upgrades Shields for all units and buildings.
3.1.6. Photon Cannon Requires: Forge
150 Crystals
100 HP
100 Shields
Cloak Detection
STS Photon Cannon
- Targets ground
- 20 damage
STA Photon Cannon
- Targets air
- 20 damage
The Photon Cannon is the best base defense out of the three races. It does
quite a bit of damage, detects cloaked units, and targets both ground and air.
But, it is rather weak, it has 100 Shields (Shields take full damage from any
source) and only has 100 HP behind that.
3.1.7. Cybernetics Core Requires: Gateway
Research:
200 Crystals Air Weapons
500 HP - 3 levels
500 Shields Air Armor
- 3 levels
Singularity Charge (Greater attack range for
Dragoons)
- 150 Crystals, 150 Gas
The Cybernetics Core will allow you to produce Dragoons, and upgrade their
attack range. It is also where you upgrade the attack and armor of Protoss
ships.
3.1.8. Shield Battery Requires: Gateway
Abilities:
100 Crystals Recharge shields
200 HP - Spends Energy during recharge
200 Shields
200 Energy
The Shield Battery allows you to recharge the shields of your forces.
3.1.9. Robotics Facility Requires: Cybernetics Core
Produces:
200 Crystals, 200 Gas Shuttle
500 HP Reaver
500 Shields Observer
This is the location for producing the Shuttle, Reaver, and Observer. You will
need a Robotics Support Bay to produce the Reaver, and an Observatory for the
Observer.
3.1.10. Stargate Requires: Cybernetics Core
Produces:
200 Crystals, 200 Gas Scout
600 HP Carrier
600 Shields Arbiter
This is the warping point for the Protoss ships. You will need a Fleet Beacon
to warp in Carriers, and an Arbiter Tribunal for Arbiters.
3.1.11. Citadel of Adun Requires: Cybernetics Core
Research:
200 Crystals, 100 Gas Leg Enhancements (Faster Zealot movement)
450 HP - 150 Crystals, 150 Gas
450 Shields
You can develop Leg Enhancements for your Zealots here, but this facility also
allows you to produce a Templar Archives.
3.1.12. Robotics Support Bay Requires: Robotics Facility
Research:
50 Crystals, 100 Gas Upgrade Scarab Damage
450 HP - 200 Crystals, 200 Gas
450 Shields Increase Reaver Capacity (5 more Scarabs)
- 200 Crystals, 200 Gas
Gravitic Drive (Faster Shuttle movement)
- 200 Crystals, 200 Gas
This building allows you to produce Reavers at the Robotics Facility. You can
also increase Scarab damage by 25, and also upgrade your Reavers' capacity to
hold 5 more Scarabs. Gravitic Drive is a good idea if you are going to use
Shuttles in a combat situation.
3.1.13. Fleet Beacon Requires: Stargate
Research:
200 Crystals, 200 Gas Apial Sensors (Greater Scout sight range)
500 HP - 100 Crystals, 100 Gas
500 Shields Gravitic Thrusters (Faster Scout movement)
- 150 Crystals, 150 Gas
Increase Carrier capacity (4 more
Interceptors)
- 200 Crystals, 200 Gas
The Fleet Beacon will allow you to warp in Carriers at the Stargate. You should
definitely increase your Carriers' capacity, and maybe also develop Gravitic
Thrusters. Apial Sensors are not very important, but they are cheap.
3.1.14. Templar Archives Requires: Citadel of Adun
Research:
100 Crystals, 200 Gas Psionic Storm (High Templar ability)
500 HP - 200 Crystals, 200 Gas
500 Shields Hallucinate (High Templar ability)
- 150 Crystals, 150 Gas
Khaydarin Amulet (+50 High Templar Energy)
- 150 Crystals, 150 Gas
The Templar Archives serve as the research point for the High Templar's ability,
and also allows you to warp in High Templars at a Gateway. Psionic Storm is
highly recommended, as is the Khaydarin Amulet.
3.1.15. Observatory Requires: Robotics Facility
Research:
150 Crystals, 100 Gas Gravitic Booster (Faster Observer movement)
250 HP - 150 Crystals, 150 Gas
250 Shields Sensor Array (Greater Observer sight range)
- 150 Crystals, 150 Gas
The Observatory has very good upgrades for your Observers, and also allows you
to produce them at a Robotics Facility.
3.1.16. Arbiter Tribunal Requires: Stargate, Templar Archives
Research:
200 Crystals, 150 Gas Recall (Arbiter ability)
500 HP - 150 Crystals, 150 Gas
500 Shields Stasis Field (Arbiter ability)
- 150 Crystals, 150 Gas
Khaydarin Core (+50 Arbiter Energy)
- 150 Crystals, 150 Gas
The Arbiter Tribunal does have good upgrades for the Arbiter, but they are not
as useful as the Arbiter's inherent ability to cloak surrounding forces.
3.2. Protoss Units
All Protoss units have recharging shields that may be quickly recharged at a
Shield Battery.
3.2.1. Probe Produced at Nexus
Abilities:
50 Crystals Gather
20 HP Build Structure
20 Shields Build Advanced Structure
1 Psi
Armor
- 0 base armor
- +1 per upgrade
The Probe is the Protoss workhorse, it warps in all of the buildings and gathers
Crystals and Gas. Note that the Probe does _not_ repair.
The Zealot is the basic Protoss fighting unit. It may be upgraded to move
faster at a Citadel of Adun. Notice that a Zealot can take on a lot more than a
Marine or a Zergling can.
3.2.3. Dragoon Produced at Gateway
Requires: Cybernetics Core
150 Crystals, 50 Gas
100 HP
90 Shields
2 Psi
Phase Disruptor
- Targets ground and air
- 20 damage
- +2 per upgrade
Armor
- 1 base armor
- +1 per upgrade
The Dragoon is another Protoss ground unit, and it can attack air. It is better
used for defense than attack, for it has a rather slow attack. I would rather
use a Zealot for a strike against a base.
3.2.4. High Templar Produced at Gateway
Requires: Templar Archives
25 Crystals, 150 Gas Abilities:
40 HP Psionic Storm (Damage in target area)
40 Shields - 75 Energy
200 Energy Hallucinate (Makes two copies of unit)
2 Psi - 125 Energy
Archon Warp (2 High Templars merge to make
an Archon)
Armor - 2 Psi
- 0 base armor
- +1 per upgrade
The High Templar's Psi Storm is an excellent weapon to use on incoming attacks,
especially of smaller units. Hallucinate creates two copies of a unit, but
these copies can't do damage with their attack. This is very useful if your
opponent does not look closely at your units during an attack.
3.2.4.1. Archon
10 HP
350 Shields
Psionic Shockwave
- Targets ground and air
- 30 damage
- +3 per upgrade
Armor
- 0 base armor
- +1 per upgrade
The Archon is a bit slow moving, but it has a quick attack and it has plenty of
Shields, that can easily be recharged, or recharge on their own fairly quickly.
However, since they are Shields, they do take full damage from any unit.
3.2.5. Shuttle Produced at Robotics Facility
200 Crystals
90 HP
60 Shields
2 Psi
Flying
Transporting
Plating
- 1 base armor
- +1 per upgrade
The Shuttle is slow at first, but its speed may be upgraded at the Robotics
Support Bay.
3.2.6. Reaver Produced at Robotics Facility
Requires: Robotics Support Bay
200 Crystals, 100 Gas Ability:
100 HP Produce Scarab
90 Shields - 15 Crystals
4 Psi
The Reaver has a very powerful weapon, the Scarab, that it launches, and it
finds its target on its own. But, for them to be used, they must first be
produced and stored. Originally, a Reaver can store 5 Scarabs, but it can be
upgraded to hold 10.
3.2.7. Observer Produced at Robotics Facility
Required: Observatory
25 Crystals, 75 Gas
40 HP
20 Shields
1 Psi
Flying
Cloak Detection
Always Cloaked
Plating
- 0 base armor
- +1 per upgrade
The Observer is used as a companion for attack forces, and also as scouts for
your enemy. If used in an attack, it is very hard to find (especially since it
is cloaked), and it will allow you to see the enemy's cloaked units. The
Observer's speed and sight range may be upgraded at the Observatory.
3.2.8. Scout Produced at Stargate
300 Crystals, 150 Gas
130 HP
90 Shields
3 Psi
Flying
Anti-Matter Missiles
- Targets air
- 24 damage
- +2 per upgrade
Plating
- 1 base armor
- +1 per upgrade
The Scout is a rather powerful flying ship. Its Dual Photon Blasters are not
very strong, but when it comes to air, the Anti-Matter Missiles are probably the
best anti-air weapon. The Scout's sight range and movement speed may be
upgraded at a Fleet Beacon.
3.2.9. Carrier Produced at Stargate
Required: Fleet Beacon
350 Crystals, 300 Gas Ability:
250 HP Produce Interceptor
150 Shields - 30 Crystals
8 Psi
Flying
Plating
- 1 base armor
- +1 per upgrade
The Carrier has no weapon of its own, but it launches Interceptors, which attack
the enemy. It may produce 4 originally, but it can be upgraded at a Fleet
Beacon to hold 8.
3.2.9.1. Interceptor Produced at Carrier
20 HP
30 Shields
Flying
Pulse Cannon
- Targets ground and air
- 5 damage
- +1 per upgrade
Plating
- 0 base armor
- +1 per upgrade
While one Interceptor may not be much to look at, it certainly is a good bargain
at 30 Crystals, and are very effective in groups of 8. One of the best things
about Carriers is that it can attack base defenses with its Interceptors, and
just produce more if any are lost in the attack.
3.2.10. Arbiter Produced at Stargate
Required: Arbiter Tribunal
25 Crystals, 500 Gas Abilities:
200 HP Recall (Teleports target units to Arbiter
150 Shields position)
200 Energy - 150 Energy
4 Psi Stasis Field (Stops units in target area)
Flying - 100 Energy
Cloaks surrounding units
Phase Disruptor Cannon
- Targets ground and air
- 10 damage
- +1 per upgrade
Plating
- 1 base armor
- +1 per upgrade
The Arbiter's main strength lies in the fact that it can cloak the units near
it. You can hide 12 Carriers around an Arbiter, and they would all be cloaked.
However, an Arbiter may not be cloaked by another Arbiter, and its weapon is
rather weak. Recall is a very good ability. You could fly an Arbiter into the
middle of an enemy base and warp in a bunch of Reavers or Zealots, or whatever.-
StarCraft FAQ Version 1.00
by John Miaso
http://www.bigfoot.com/~sephiroth_masamune
sephiroth_masamune@bigfoot.com
ICQ #8419684
There are two files to this FAQ, The Races, and Strategy. This file covers the
strategy.
-----------------------------
i. Introduction
ii. Notice
1. A few things to know
2. Damage
2.1. Lowered hit rates
3. Terran Strategy
3.1. Marines and Firebats
3.2. Ghosts
3.3. Vultures, Siege Tanks, and Goliaths
3.4. Wraiths
3.5. Science Vessels
3.6. Battlecruisers
3.7. Bunkers, Missile Turrets, and Comsats
4. Zerg Strategy
4.1. Zerglings and Hydralisks
4.2. Mutalisks and Scourges
4.3. Queens, Ultralisks, and Defilers
4.4. Infested Terrans
4.5. Spore and Sunken Colonies
5. Protoss Strategy
5.1. Zealots and Dragoons
5.2. High Templars and Reavers
5.3. Archons and Observers
5.4. Scouts and Carriers
5.5. Arbiters
5.6. Pylons, Photon Cannons, and Shield Batteries
-----------------------------
i. Introduction
Welcome. This section of the FAQ contains some multiplayer strategies that I
have come across when playing on battle.net. Thanks for reading, and enjoy.
ii. Notice
In this section, I would like to hear any and all criticsm, suggestions,
corrections, etc. This is all my opinion, and it could all be wrong, or it
could all right. Some of the things here are fact, others are just my opinion.
I encourage you to try any strategy I might have written here before actually
using it in a serious game. Basically, I don't want complaints of people losing
ladder points over some strategy I gave them. Also, if you have a strategy you
would like to include here, send it to me through ICQ or e-mail, and I will
gladly post it and give you credit for it.
Also, if you wish to post either of these files on your webpage, please let me
know. I do this to prevent anyone from plagiarizing my work, and also so I can
compile a list of sites where you can find this FAQ.
1. A few things to know
I've found that their are two major keys to this game. The first is to know
what your opponent is doing and produce units to counter what he is doing. The
second is to operate at top efficiency, meaning that you should not have
stockpiles of Crystals and Gas around. You can't do anything with Crystals and
Gas, you can do things with units.
2. Damage
There are three types of damage and three sizes of units in StarCraft. These
interact with each other in strange ways. In case you're wondering, this table
came from the StarCraft Readme.
Terran
Unit Size Ground Damage Air Damage
SCV Small Normal --
Marine Small Normal Normal
Firebat Small Concussive* --
Ghost Small Concussive Concussive
Vulture Medium Concussive --
Siege Tank Large Explosive --
(in Siege Mode) Large Explosive* --
Goliath Large Normal Explosive
Wraith Large Normal Explosive
Dropship Large -- --
Science Vessel Large -- --
Battlecruiser Large Normal Normal
Zerg
Unit Size Ground Damage Air Damage
Larva Small -- --
Drone Small Normal --
Zergling Small Normal --
Overlord Large -- --
Hydralisk Medium Explosive Explosive
Mutalisk Small Normal Normal
Guardian Large Normal --
Scourge Small -- Normal
Queen Medium -- --
Broodling Small Normal --
Ultralisk Large Normal --
Defiler Medium -- --
Infested Terran Small Normal* --
Protoss
Unit Size Ground Damage Air Damage
Probe Small Normal --
Zealot Small Normal --
Dragoon Large Explosive Explosive
High Templar Small -- --
Archon Large Normal* Normal*
Shuttle Large -- --
Reaver Large Normal* --
Observer Small -- --
Scout Large Normal Explosive
Carrier Large -- --
Interceptor Small Normal Normal
Arbiter Large Explosive Explosive
A few things to note:
Terrans are the only race with Concussive damage.
Protoss are the only race with no Medium units.
Damage:
Normal damage does 100% damage to all units.
Concussive damage does 50% damage to Medium units and 25% damage to Large units.
Explosive damage does 50% damage to Small units and 75% damage to Medium units.
Protoss Shields take 100% damage from all types of damage.
2.1 Lowered hit rates
Any unit behind a tree has a 70% chance of being hit as opposed to a full 100%
when out in the open. A unit that is on higher ground has a 70% chance of being
hit by a unit on lower ground.
3. Terran Strategy
One of the major things about the Terrans is that most of their units have long
range attack. This gives them a bit of an advantage over the melee Zerg units
(Zergling, Ultralisk) and the Protoss Zealot. Also, the larger part of the
Terran units may be repaired (all but the infantry units), and all of the
buildings may be repaired. These are the first things you want to think about
when playing the Terrans.
3.1. Marines and Firebats
These units both have the Stim Pack ability, which is more useful in the
Marines. Firebats are not very useful, since they have little hit points and
have a short-range attack. You probably want to use them in Bunkers against
Zerglings or Zealots.
Once you get U-238, Stim Pack Tech, and one or two infantry weapon upgrades, you
can have a very good strike force in 10 or 12 Marines. Once Stim Packed, they
go absolutely crazy and just dish out the damage. Also, 10 Marines is only 500
Crystals, which is almost one Battlecruiser in Crystals.
3.2. Ghosts
Ghosts do enable nuclear strikes, but they also are rather good fighters. From
the get go, they have longer range than Marines, and they do more damage.
Lockdown is very nice if you are playing against other Terrans or Protoss, but
it is useless against Zerg. You may want to stick a few Ghosts in your bunkers
once you get them (it does take a while). You will probably need the Ocular
Implants for a nuclear strikes, and you will definitely need Cloaking. These
guys are good all around, and for a good price.
3.3. Vultures, Siege Tanks and Goliaths
Vultures are really your choice to make or not; it's a matter of preference. I
don't personally like them since they can't attack air and don't do a great deal
of damage on the ground. They are nice for defense, especially with the Spider
Mines. They also do 20 damage with their grenades, more than the Goliath does
on the ground. For attack, they are good hit-and-run vehicles, but that's not
my style, so that's why I don't like them.
Siege Tanks, while they can't attack air, do enough damage on the ground to earn
a spot in my armies. You should research Siege Mode in a Machine Shop
as soon as you start using them. They are an excellent defense vehicle (70 base
damage, and you don't need to move when you're behind Bunkers), and are also
perfect for taking out stationary base defenses. Just make sure to give them
protection against air (Goliaths seem to complement them perfectly).
Goliaths do have a better air attack than ground attack, but they are still a
good ground strike unit. They are cheaper than Siege Tanks, and seem to be an
extremely good complement for Vultures and Siege Tanks. Keep in mind that they
do as much damage as a Ghost does on the ground, but they do have a lot more hit
points. Air defense seems to be their major purpose.
3.4. Wraiths
Because of their Cloaking ability, Wraiths are very deadly stealth weapons. If
your opponent doesn't have a Detector in a certain part of his base, you can
probably sneak around and destroy SCVs, Drones, or Probes, which will slow down
greatly any Crystal and Gas production effort. They are also probably the only
air unit that can assault units that have an air attack, because of their cloak.
Be careful, though. Many good players either have
a Comsat Station hotkeyed, or brings an Overlord or Observer with their forces.
Their air unit is also better than their ground unit, so large groups of these
(especially when cloaked) can annihilate enemy air units.
3.5. Science Vessels
Besides being a mobile Detector, the Science Vessel has an ability for Protoss
and Zerg. An EMP Shockwave will reduce any Protoss shields to zero (as well as
any stored energy), reducing an Archon to nothing. Irradiate is usable against
any Zerg unit, and an Irradiate in the middle of a Zerg swarm will destroy it
from the inside out. Also keep in mind that EMP Shockwave can be used against
plenty of things, anything that has stored energy. This can nullify a cloak on
a Wraith, prevent a Yamato Cannon from a Battlecruiser, etc.
3.6. Battlecruisers
If you can afford them, Battlecruisers are rather nice. They don't do a great
deal of damage with their lasers, but a shot from a Yamato Cannon can do quite a
bit. It's also another way to destroy base defenses (I can't count the number
of Missile Turrets I've destroyed with my Battlecruisers).
Do be careful around Terrans, however; Battlecruisers are a ripe target for a
Lockdown.
3.7. Bunkers, Missile Turrets, and Comsats
It's your call as to what to put in Bunkers. Ghosts have long range, Firebats
have short range. Marines are in between, and probably are better than Firebats
to put in here. It depends on what your opponent is planning on. In ladder
games, many Protoss players put up 3 or 4 Gateways and just crank out Zealots.
If this happens, then you will probably want a Firebat or two in each your
Bunkers. But it's hard to say what is better, Marines get damage off, but when
the Zealots or Zerglings get close, the Firebats fry them. As for Bunker
placement, I suggest you keep them close to your other buildings or good players
will run right by them (especially with Zealots, who can take enough damage to
run by your Bunkers).
It depends on your map, but you should have Missile Turrets around your base
anyway. If you are playing against Zerg, you may not need them as much as you
would against Protoss or Terrans. However, the Protoss Carriers will usually
take out a Missile Turret with just its Interceptors, so don't rely on Missile
Turrets. They are very neccessary against Terrans, however. The fact that they
are cloak detectors will protect you against nuclear strikes and Wraith attacks.
They can be easily destroyed by a Yamato Cannon, however.
You should definitely hotkey your Comsats. Use Ctrl-0 or something else that's
easy to remember and won't get used by another one of your groups. Since they
are detectors, they are a nice ability when you are getting hit my some cloaked
Wraiths.
4. Zerg Strategy
Remember that all Zerg units and structures do regenerate, however, it is a slow
process, so don't rely on it. Zerglings are about the only unit that
regenerates quickly, and that's because it does not have much HP. Also,
remember that the major cloak detection for the Zerg is mobile, so if you are
planning to use Overlords as mobile cloak detection, research the Pneumatized
Carapace so your attacks won't be slowed. I personally like the Zerg because of
their ease of use. Everything is produced at Hatchery or Lair or Hive, and the
buildings are created to make different units. This is basically what you
should keep in mind when you play the Zerg.
4.1. Zerglings and Hydralisks
Zerglings work best in large swarms. Large swarms are not difficult to produce,
as they cost 50 Crystals for 2 Zerglings. They don't do a great deal of damage,
and they can't attack from a distance either. If you get Metabolic Boost and
Adrenal Glands quickly, you can have very effective Zerglings. What you have to
worry about is Bunkers and air units, and that's where Hydralisks come in.
Hydralisks are a lot tougher and stronger than Zerglings, and also have a ranged
attack. Their evolutions (Muscular Augments and Grooved Spines) can be evolved
from the start, and are rather necessary. With a few Missile Attack upgrades,
Hydralisks can be very formidable in groups.
4.2. Mutalisks, Guardians, and Scourges
The Zerg Mutalisk is probably the weakest air unit of the three races. The
Wraith has cloaking, and both the Wraith and the Scout have stronger air
attacks. Mutalisks are considered small units, so they take half damage from
Gemini and Anti-Matter Missiles. Scouts still do beat them, however.
I suggest that you watch out for Wraiths and Scouts, and escort your Mutalisks
with either Scourges and Hydralisks.
Guardians are the Zerg's method of easily taking out base defenses. Guardians
have an extremely long-ranged attack that can beat out Missile Turrets, Bunkers,
Photon Cannons and Spore Colonies. However, the Guardian has no air attack,
leaving it very vulnerable to an air assault. Again, you will need escort here.
Since the Zerg are rather weak in the air, the Scourge was developed to balance
the air war. A Scourge may be sacrificed to deal 110 damage to any air unit. 3
or 4 of these could take out a Carrier, and 5 could destroy a Battlecruiser.
They are rather cheap, and a very good investment. You have to be careful,
however, because they only have 20 HP and a Battlecruiser can usually destroy
one in one shot.
4.3. Queens, Ultralisks, and Defilers
Queens have a few useful purposes. The Parasite is probably the Zerg's best way
to scout out an enemy base. Parasiting a transport vessel, Science Vessel, or
Observer is very good because those will often stick near a base or expansion.
The Spawn Broodlings can work on all Zerg units, and up to Siege Tanks and
Dragoons on Terrans and Protoss. Ensnare is not very useful, but it is good if
you can't do anything else to slow an attack. In Free For All multiplayer games
or team games where you are allied with a Terran, make sure you take advantage
of the Infested Terran.
Ultralisks are the most expensive Zerg unit, but they have more HP than any
other ground unit. Their attack may not be very powerful, but they can take
quite a few hits before falling. If you use them with a Dark Swarm on base
defenses, you can do very well. Keep in mind that they can't attack air, so
have some Hydralisks or Mutalisks around.
Defilers have two very useful abilities. Dark Swarm is not used very well by
some Zerg players. What it does is nullify any ranged attack inside it (think
that it's so foggy you can't see). Plague reduces the HP of units while
ignoring shields and energy. It does not kill, but it does reduce the HP to
below 10. This is obviously very good on Protoss units, for it reduces their
HP, which they can't recharge. Dark Swarm, in combination with short-range
units like Zerglings or Ultralisks, is a very good effect.
4.4. Infested Terrans
There isn't much strategy to how you use these units. These are the only Zerg
units that can be queued, and they don't cost a whole lot of resources. They
are eaten up by long-range attack (and therefore Terrans), so you have to create
a diversion or something like that to get one through. Either that, or you can
sneak a few in a base with an Overlord (a very nice tactic). 3 or 4 could take
out another Command Center.
4.5. Spore and Sunken Colonies
Spore Colonies are useful because they are cloak detectors, but you also have
Overlords for that task. Also, the spores do not do as much damage as a Photon
Cannon or a Missile Turret will. These may be used, but I would not suggest
using a lot of them.
Sunken Colonies are rather useless. It has an extremely slow attack for 30
damage, and that's it. I would rather spend my Crystals on units, but the
advantage to Spore and Sunken Colonies is the amount of HP they have. They have
quite a bit more than any other base defense structure.
5. Protoss Strategy
The Protoss are probably one of the more difficult races to become good at.
Their units are very expensive compared to the other two races, but they also
are better than the other two races' units. Rememeber that there are three key
things to Protoss base defense: Photon Cannons, High Templars, and Observers.
And, of course, all Protoss shields recharge on their own, and this process may
be also done quickly with a Shield Battery.
5.1. Zealots and Dragoons
The Zealot is a lot stronger than the Marine or Zergling, and that would
probably make sense because the Zealot costs a lot more. The Zealot does a fair
bit of damage, can take a lot of damage, and can be upgraded to move quickly.
It can't attack air, so it will need escort.
Dragoons are not a very good attack unit. Their attack is rather slow, and
since it can attack air, it does serve as a good escort and defense unit. I
haven't found much of a use for them in an attack. They also don't take much
more damage than a Zealot does, but they do cost more.
5.2. High Templars and Reavers
The High Templar is an excellent base defense unit. Psionic Storm is almost a
perfect way to repel a large attack. It will seriously hurt units that are slow
and have a ranged attack. Also, Hallucination is fun to use on large units like
Carriers or Arbiters. It is especially good on Arbiters to buy yourself some
extra time for a cloaked attack while your opponent figures out which Arbiter is
the real one.
The Reaver is a very powerful unit. Its Scarabs will level any ground units in
a matter of moments, and it is excellent for destroying bases. With a fast
Shuttle or a quick Recall from an Arbiter, you can easily deposit some Reavers
into a base and unleash some strong power.
5.3. Archons and Observers
I don't use Archons as much as I do High Templars. I definitely do not use
Archons against Terrans, just because of EMP Shockwave. I just find that a High
Templar is more valuable with its Psionic Storm. If my High Templars' energies
are spent, I may merge them to produce Archons if I need some protection or
attack immediately. Or, you could produce Archons if you have a lot of Vespene
Gas. They cost about 100 Crystals and 500 Gas, not to mention 8 Psi.
The Observer has many purposes. You should always have an Observer accompany an
attack force in case some cloaked units decide to show up. Also, an Observer is
an almost perfect way to scout what your enemy is doing, and since it is
cloaked, you can stick a few at possible expansion points and not let your enemy
expand. Observers are also very small, stealthy units, so they are very
difficult to find, even if you do find one.
5.4. Scouts and Carriers
Scouts are extremely powerful anti-air units. Their ground attack leaves
something to be desired, but their air attack is extremely good. Scouts can go
up against some Battlecruisers, Carriers, or other air units and do quite a bit
of damage. These are probably the best air support escort that you can get in
StarCraft, and they should be produced to defend against air.
Carriers are also very good air units. It can stay out of the range of base
defenses and launch Interceptors at them. It can also deal a fair bit of damage
to both air and ground units (as long as the Carrier has many Interceptors
built), and several Interceptors can cause a lot of confusion.
Make sure you develop the extra Interceptor ability at a Fleet Beacon, as this
increases a Carriers power by much.
5.5. Arbiters
The Arbiter has several very useful abilities. The cloaking field around it is
an excellent way to launch an attack, as the Arbiter will be the first target,
so the other units can become uncloaked. With a Hallucination, you can even buy
yourself some more time while your opponent tries to figure out which one is
real. The Arbiter can also warp in some support very easily (though Recall is
costly in energy), and High Templars or Dragoons are good to recall against a
big air attack. You could also sneak an Arbiter into a base and warp in a bunch
of Reavers or Archons or other powerful units. Also, when they are Recalled,
they are deposited right under the Arbiter, so they become cloaked. The Stasis
Field can effectively stop an attack while your shields recharge, or, if you're
lucky, it can split an attack up in two, and you can obviously handle half of
the units better than the full amount.
5.6. Pylons, Photon Cannons, and Shield Batteries
There isn't much to Pylon placement, it's really just common sense. However,
your opponent can easily disable a building that is powered by only one Pylon
just by destroying the pylon, so have at least two Pylons powering your more
critical buildings. Also, you definitely want many Pylons on your Photon
Cannons.
Photon Cannons are very useful, as they are detectors, and they attack both
ground and air. I suggest you place quite a few of these around your bases,
especially around areas that your defending units can't access easily. I've
seen several Photon Cannons littered all about a base, and it took a long time
to bring that base down. Also, the Protoss are the only race who can set up
base defenses around enemy bases. The Zerg need Creep, and the Terrans have a
lot of trouble putting a Missile Turret and a full Bunker by a base. The
Protoss are very sneaky in this regard, and it can hurt.
I don't really use Shield Batteries, and that may be why I'm not a very good
Protoss player. I haven't really found a good purpose for them. A good use for
them that I have found is recharging Archons, for Shields are their primary HP.
I can't use them in an attack, because my Shield Batteries are usually by my
base. Also, you might want to stick a Shield Battery by some units that you are
using to defend your base. Since Protoss Shields take full damage from all
attacks, they fall easily, so a Shield Battery could make the difference in an
attack.