StarCraft submitted by: mike alto E-mail: yoemm808@yahoo.com Stratagy: --------- Protoss- When attacking in a skirmish or multiplayer game i find it key to attack using mass quantities of a well ballenced or very powerful unit. Dragoons are a very nice swarming unit that you can produce early in the game for reletively cheap and you can keep churning out. Caarrier rushes are my favorite and by far the most deadly rushing with 24 to 30 carries is an incredibly fun way to crush your opponants. Sometimes people like rushing with zealots as it requires no vespene and they are powerful. I advise against it only becuase they have no anti air ability and i have seen raids like that get wasted quickly becuase of high enemy air power. But if your allies will go air then this is a nice tactic to use which will quickly wipe out an enemy base if you have the needed air support(it is also an nice early rush tactic which can be used quite nicely against especially zerg comps). Also especially for protoss dont slack on harvesting keep creating drones continually throughout the game but dont be to excessive. 43-50 probes is what you should aim for becuase you dont want to significantly lower your attack forces power especially with carrier rushes. And with protoss you only need 1 probe warping in buildings. Also in heavy multiplayer games chaotic melee) you shouldn't hold of on photon cannons but you can't be to excessive. like the probes photon cannons will eventually take away from your attack force if you build to many. Build enough to keep the enemies at bay with defense of your units and rebuild any that are lost in battle as soon as possible sometimes i like to designate a photon cannon only probe which is helpful in heavy games. Buildings: When doing ground rushes you should have atleast 10 gateways to warp in units but preferably 13 or 14. This may seem excessive but it isnt in the end. Especially when you find out your enemies d is better then you thought. When going carrier you should have no less then 6 starports but more isnt neccessary but it doesnt hurt if you have more. Sometimes i make 12 when i feel very rich and make a carrier group at a time. Also upgrade all units (especially carrier, becuase the differance between an upgraded carrier and a non-upgraded carrier is immense), it could mean the differance between victory and defeat. If you are playing with numerous allies (2 or 3) then if they will go main offensive you have the option to go reaver. If you decide to go reaver you must build up vast quantities of them in a short period of time and since they are high on the tech tree you have to have alot of money to have a successful attack. Reavers work best singularly but sending 24 or more reavers into an enemy base can wipe it out before your compadres get past enemy D. (when inserting reavers attemp to get them into the back of base ware there is little enemy D if any) unless you decide to take out the enmies D for your allies. Zerg- Hydralisks are a key aspect of the zerg empire. They provide the key firepower in the ground and air fields and in quantity can crush any enemy. This unit i like spawning as my main attack and defense force backed up by about 24 guardians or mutalisks. This tactic is a useful way to easilly raze an enemy base with the hydralisks providing the nessesary air cover for the guardians and the guardians using their high range and firepower to obliterate all that moves. When it comes to the stucture of the hive cluster, one must have at least 4-5 but preferably between 7 and 10 hatcherys. Line them up for quicker grouping. This provides you with enough larvae to spawn many groups at a time so that you can generate mass quantities of units that the zerg rely on. If you like to destroy your enemies quickly, people enjoy building up the smaller strike forces of about 48 zerglings and 24 hydralisks. This works the same way as the other tactic, with the immense numbers of zerglings destroying the enemy base while the hydralisks provide backup and air cover. The zerg though, die easily and you must have many reinforcements to back up your initial squads. A zerg player must keep a sharp eye on their drones. You must construct a new drone for every structure you build or else you will loose all your drones by morphing them to structures. This shouldnt be a problem since you should always have a vast supply of drones for harvesting resources. In the begining of your game, you must build a spawinig pool as soon as possible. Then climb th tech tree to the nessesary level. If you have a balenced initial strike force, you may want to add some more specialized strike units such as defilers or queens. These come in handy when countering special abilities such as the terran cloak. Zerg units start out very very weak. You MUST upgrade all abilities to their maximum level for optmum performance. If you ever get your hands on an infested command center, the infested terran can be a useful clean-up unit along with ultralisks. Terran- The terran are a very powerful force when used well they are the most well balanced force in starcraft or the median. They have numerous strong points and numerous weaknesses. But we will start with their strong points. Rushes: Terran rushes are extremely powerful and effective. Marine rushes backed by siege tanks are the most effective. To make a marine rush you will need atleast 10 barracks preferably 12. And you will need to uupgrade marine range. Then you should make atleast 8 groups of them (96 marines)