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            Zerg Strategy             Protoss Strategy                Terran Strategy
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                                                                  Race Descriptions
 
 

Terran

              Strengths:

                  Great defense, build anywhere, cloaking, versatility, Marines, strong through whole
                   tech tree, easy to learn, instant cloak detection, ability to repair buildings and most units.

              Weaknesses:

                   Tendency to "turtle", need lots of space, require active scouting, require micro management for
                   special abilities, vulnerable to Dark Swarm, buildings burn up when highly damaged.

               Preferable Terran maps-Lost Temple, Rivalry, maps with easily defenedable choke points.
 

Zerg

             Strengths:

                        Mobility is one of the Zergs most valuable assets with the asset of having almost infinite transports
                        zerg units can get to almost any battleground on the map very quickly.  And with the use of nydus canals
                        a Zerg players mobility only increases.  In addition the Zerg units all come out of the same place
                        so it makes your life easier when you want to mix up your army rather than just jumping from building to building
                        Also having free mobile detectors in the air helps zerg.

                Weaknesses:

                        Lack of cloaking technology hurts the zerg slightly but one of their major weaknesses is the problem of  not
                        being able to produce enough units early game do to lack of larva.  Also when creating an expansion the only
                        way they have to defend it is with zerg units before it is ready.

                Preferable Zerg Maps:Killing Fields, Lost temple, Any Large map.

Protoss

          Strengths:

                        High Templar's amazing psionic storm ability.  Can attain shuttles the fastest, has dark templar which is an extremely
                        powerful unit.  Through use of photon cannons defending an expansion early is made much easier.  Reavers dominate
                        most ground troops.

                Weaknesses:

                        Lack of early game detection (excluding photon cannons) none linear tech tree which makes you have to choose which
                        unit you may need over another which you may need early game.  Early game starts with Protoss are a bit slow.

                Preferable Protoss Maps:Dire Straits, any isles map, Lost Temple.
 




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