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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.