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"I know you're probably sad, because now you have to go back to watching Star Trek and hanging out with your mom. But don't worry, it'll be okay. Maybe one day down the road I'll get bored again. And maybe on that day, I'll write another battle report. Maybe even with someone as gay (but hot) as Dag again. Or maybe I'll die of liver problems at 25." -SCN
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SC Ultimate Strategy
"In the
spring of 1842, a letter arrived at the Islington home of
Mrs Mary McCormick. It had been written by her
twenty-nine-year-old son Jeffrey: "It is a hell of a
place, shooting at ghosts hiding behind rocks a hill.
Some of us will surely die, but don't worry about me,
I'll be alright..." At the same time, a military
courier delivered another note: "The War Office
regrets to inform you..."
Hello and welcome to
another "report" by IcE-Inforcer!!
Here are to be found many useful strategies. From the
Ultralisk rush to the infamous Nuke rush, all risky but
amusing strategies. Unlike some of our fellow Battle
Reporters (*cough Adrenaling*), I will include the build
orders for most of the strategies. I took some of these
from great sites such as Starcraft Legacy, Starcraft.org and Starcraft University. I have put these
in my own words and simplified them for you legions of
newbies out there. I give all the credit to the
"inventors" of these strategies. Now without
further delay, three, two, one, and action!
The Ultralisk Rush
First on the plate is the Ultralisk rush, a
deadly and risky strategy. But what is an Ultralisk? We
all know it's big, noisy and fucking ugly... but what
does it do? Ultralisks are at the end of the Zerg tech
tree, they are very expensive and fit perfectly in those
tiny eggs. They cannot attack air units but when it comes
to ground... watch out..
It is suggested to use this strategy on
2v2's: "This strategy is meant for 2v2 games. The
reason? Sometimes, in one vs ones, you simply cannot
perform this strategy. Against a good Muta-Ling,
Ultralisks can help little. Against an extremely
aggressive Terran, Zerglings will not nearly be enough to
hold off early pushes. When used in conjunction with your
partners units, this Ultralisk-Zergling tactic really
shines". -Chaplan
The build order is an early tech build. You
can modify it to your likes, but keep in mind that you
want to start teching very early: earlier tech=earlier
Ultralisks.
Build a Spawning Pool between your Hatchery
and the Geyser to facilitate harvesting for your Drones.
Spawn an Overlord at 8/9 to keep the unit production
going smoothly. Build an Extractor and send two Drones to
harvest. Save up and make 3 pairs of Zerglings and use
the next Larvae for the same purpose. At 13/17, make a
Drone and send it to your Extractor along with another
Drone. You now have 4 peons mining gas. Build a Lair as
soon as you have the money.
What you have to do next is build a second
Hatchery.
"If there is a ramp and/or your expansion will not
be able to protect your main, put it at your ramp.
Otherwise, put it at your expansion". -Chaplan
If you feel like you have a secure grasp on
your base, start some evolutions. Build two Evolution
Chambers and upgrade the Melee attack and Carapace. This
is very important,
Ultralisks gain +3 damage per attack upgrade and their
armor can go up to 6. Zerglings simply gain much from
this because of their fast cool down rate. It might be a
good idea to burrow Zerglings outside your base. This
way, if Tanks (or any kind of long range unit) start
pounding on
your base from far away unburrow your Zerglings and watch
them feast on the enemy. By now the Lair should be done
building, so hurry up and get a Queen's Nest and upgrade
to Hive.
As soon as the Hive is done building, make an
Ultralisk Cavern. You have to think ahead and spawn some
Overlords to support the Ultralisk pop. Once the Cavern
is complete, choose the right upgrade. Do
not wait until you have both, it might give the enemy
enough time to prepare for the attack.
"The Ultralisk upgrades are very important and they
should be taken in order according to the map. For
example, on a map where Ultralisks will have a harder
time reaching the enemy on ground (due to higher ground),
having the Carapace upgrade will be much more important.
On the other hand, on large land maps, Ultralisks might
do better with having the Anabolic Synthesis upgrade
first. Also, it might be a good idea at this time to get
Hydralisk Den also, just in case. Defilers can also prove
very useful." -Chaplan
Chitinous Plating - Gives your Ultralisks +2
armor
Anabolic Synthesis - Faster Ultralisk movement
For you who like to play like Tsunami, you
can hotkey your army and make it come onto the enemy from
multiple directions. This takes some practise but once
you get a hold of it can prove very effective.
I suggest you use this strategy vs. Terran,
especially if he/she uses infantry. With 6 armor, a
Marine without upgrades can only do 1 damage per shot. A
Firebat will also do 1 damage; they do 25% damage to
large units which means 4-6=1! The only good counter a
Terran opponent could pull out would be a
Tank/Battlecruiser/Irradiate combo.
EMP Shockwave: In-Depth
Next is EMP shockwave; this Terran spell can
be devastating if used properly. EMP, Electromagnetic
Pulse, removes all shields and energy. The unit to cast
the spell is the Terran Science Vessel. The spell costs
200 gas and minerals to research and 100 energy to cast.
Hit Points: 200
Spells: EMP shockwave, Irradiate, D-Matrix
Armament: N/A
Cost: 80 seconds/100 mineral/225 gas
-Detector-
If you are playing versus a player who uses EMP, you
might want to avoid it. Just look at the thing on top of
the Science Vessel casting EMP, it points in the
direction it is going to shoot. When the Vessel lights
up, make sure all your units are out of the area you
think the EMP is going to hit.
When you are Terran, playing a Protoss, I
urge you to use EMP. It is effective on Zealots, Dragoons
and other similar ground units. When the enemy is using
Archons and High Templars, EMP and a few Marines would do
the job! An Archon's total hit points are 10, but their
shields are immense. Once EMPed, Archons are useless to
the enemy.
The same thing applies for High Templars, they will lose
all their energy points and Plasma Shields. A Protoss
could try attacking with High Templars melee style but I
kind of don't recommend it.
Against Carriers, use EMP. They will lose 1/4
of their total hit points, making them even gayer. When
they have Arbiter support, just use EMP the Arbiter and
say bye bye to Stasis and Recall. If you are playing
versus Terran, EMP can be useful, let's say you want to
uncloak a flock of Wraiths? The Science Vessel is a
detector but if it dies you are screwed. Another example:
You have 5 Battlecruisers
and your opponent has 8. You EMP them and deprive them of
Yamato gun. You can now Yamato the enemy Battlecruisers
and win the fight.
Quiz: Will EMP drain a Comsat Station of its
energy?
Nuke Rushing
I use this strategy mainly for fun, but if
you feel lucky, you can try it in important games. I have
tried it a few times and it is very fun, especially when
you win. Because of the build, you will have to cut off
on some upgrades and units while going straight for the
Nuke.
I don't know about you guys, but when I hear
"Nuclear Launch Detected" I go psycho. And no,
it's no Nuclear Lunch in a park with bums sitting around
pointlessly; it's a banana-like missile coming straight
for your base and about to tear up all your possessions.
Here's what you get if you let it land: Death, walking
around poking your men in the eye.
For a Nuke to land, a Ghost has to aim a red
dot at the area where you want the missile to land. It
takes about 10 seconds until the dot disappears and for
the Nuke to come. This ten seconds is critical. When you
hear the warning, hurry up and search for the dot. If the
opponent is smart, he will aim at an air unit, this
covers up the dot. Once you have found the dot, move ALL
of your units away from it or use any kind of detection
to find the Ghost. Kill it as fast as you can and if you
succeed in killing him fast enough the Nuke will not
land.
First of all, you have to take your choke
point. Build a supply depot and as soon as it is finished
build a Factory. I usually throw in an E-bay here BUT if
you want to get the Nuke faster, skip the E-bay. Save up
until you have enough money to make a Command Center
(expansion). When the Factory is done building, put down
a Starport. When it is almost done, start an Academy, and
you will need it for Ghosts. As soon as the Starport is
finished build a Science Facility. I usually opt for a
Control Tower to make a Dropship right away
and drop Marines later, but once again you make the
choice. Add a Covert Ops on the Science Facility ASAP and
when that is done, build a Nuke Silo on both your Command
Centers. Start researching Cloak for Ghosts. You can also
cover up your Nuke Silo with any kind of flying building,
as someone said in the comment section of
Adrenaling’s ultimate report. Oh and make sure you
are making Ghosts from your Barracks :).
Hit points: 45
Cost: 50 seconds/25 mineral/75 gas
Spells: Nuclear Strike, Lockdown, Cloak
Now that you have a cloaked (not a hyperlink
hihi!) Ghost loaded up in that precious Dropship of
yours, send it out and find a good spot to land the
Ghost. I prefer higher land, if this is a possibility.
Now choose your first target, preferably the
Nexus/CC/Hatchery. Cross your fingers, uh wait, don't do
that, do useful stuff in your base instead. A good thing
to do before the Nuke lands (if your opponent is Protoss)
is to EMP the Nexus. Therefore it will be destroyed in
one shot. Now that the Nuke landed and wiped out a whole
lot of important stuff, choose another target (be
optimistic). Look for high tech buildings such as Templar
Archives, Science Facility, Spire etc. You can also try
and shut down the unit production by taking out Gateways
and the likes. If they are grouped these should be your
target, as your opponent will have no income and no unit
production.
EMP can be very useful if you can get it in
time. I strongly suggest EMPing Protoss structures before
nuking them; they will fall in one shot. You can also try
nuking the enemy’s army. If this succeeds, it can
really piss people off and gives you something to talk
about over the campfire with uncle Bob and aunt
Temocralite. If you do this, aim for an air unit if
possible. Any ground unit will die from the blast EXCEPT
for one very special unit...
This strategy was mainly invented by the famous me, but I
got a few things from Dragon lord (sc legacy).
Quiz: One unit can survive a Nuke. Which unit
is it?
Arbiters: In-depth
The Arbiter is a unique Protoss flying unit.
Even though it costs a lot of gas and takes so long to
build (longest in the game!), it is worth every single
penny from the piggy bank. The Arbiter can perform many
things; cloak your units, Recall, Stasis and if you are
very desperate, attack (10 damage - slow cool down rate).
Shield: 150
Hit points: 200
Spells: Stasis field, Recall, Cloak
Damage: 10
Cost: 160 seconds/100 mineral/350 gas
Cloak: The Arbiter has the ability to cloak nearby units.
This cloaking field does not include other Arbiters: You
cannot cloak an Arbiter. You can use this to hide your
army or to prevent the enemy from knowing what kind of
units you are producing.
Recall:
Recall is a unique method of transportation. It allows
you to teleport units from a location to
another instantly. This can be used offensively and
defensively. You can fly your Arbiter into enemy
territory and Recall your army there. This can be very
destructive, as the Arbiter will cloak your army. If your
opponent lacks detection victory can easily be achieved.
In late game, you can load up your army in several
Shuttles and Recall your whole army in one shot.
Stasis: Stasis is a very unique spell. It freezes the
targeted units in time. These frozen units cannot attack
or be attacked, they can't even be targeted. There are
many ways of using Stasis. Let's just say you are
fighting an army bigger than yours. You Stasis half of
the enemy force and destroy the other half. You can
either run or stay to fight the remaining Stasised fleet.
Arbiters can attack, but the damage done is
poor, 10. With their slow cool down rate, Arbiters are
crappy attackers.
You can modify the above to make some pretty
neat tactics. One of these is Furi's defensive Stasis. I
didn'y feel like putting it in my own words so here it
is:
Furi's Defensive Stasis is a last-ditch
effort to the extreme. I have only come across but a
handful of players who use this strategy. Learn this
strategy well, and it may come back to help you when you
least expect it. Believe it or not, the Defensive Stasis
is actually a process of putting a Stasis on yourself.
This may be a hard concept to grasp at first, so I'll try
to make it clear for you.
Say you are being attacked and you are heavily
outnumbered and the enemy has detecting units. You could
use your Arbiters to use Offensive Stasis on the enemy to
reduce his/her force, but the remaining units would still
be enough to destroy you.
You don't have enough time to send reinforcements, nor
even retreat. So what do you do? The best idea would be
to use the Defensive Recall described above, but what if
that isn't even available?Well, this is a rare occassion
indeed, but it does happen. In these obscure scenarios,
the Defensive Stasis is a good way out. Here's how it
works.
First, when you are in a situation similar to the one
described above, gather all your units close together and
Stasis them all. Try to put every possible unit in Stasis
you can. Your Arbiter will sadly be left for dead. While
your units are safely put in Stasis, begin (I say
"begin", but this should have been started a
long time ago) forming an opposable force of your own
units. Before the Stasis on your stranded units run out,
send your Fleet/Army to their aid. If your timing is
right, your units that were in Stasis should come out of
Stasis just as your backup arrives. This new force of
yours should be enough to defeat the attacking enemy.
There are many things that can go wrong with this.
Generally, nothing will go wrong unless you can't form a
backup or you are playing against a very experienced
player. Things that can go wrong include, but are not
limited to:
not generating a large enough force for a backup
your opponent forms a backup for their own units
your Stasis runs out too early
To avoid these, always keep an eye on your opponent and
try to anticipate his/her next move. If you think your
enemy is going to send backup in order to destroy your
backup, the best idea would be to leave your stranded
units for a loss.
However, there are also a few advantages for the
Defensive Stasis technique:
-Your units will regenerate their shields while in stasis
-Enemy units will stop attacking and might even give up
and leave.
Quiz: Is it possible to Recall enemy units?
Conclusion
All these strategies are very powerful when
mastered and
successfully executed. Never forget that the best
strategies come from you and you own abilities, I
personally like to use Burrow, EMP and Plague very often.
I would like to thank Chaplan for the Ultralisk Rush;
DragonLord little tips on many of these Strategies, and
finally Furi for his advanced Stasis Strategy. I will
report a real game soon, but I need some help from you
people out there. 2v2? Ffa? 1v1? Map? Just vote in the
comment section!