1. Going on suicide nuke missions that are horribly planned.
(Nukes are great, but you don't just walk up and try to drop it)
2.Try to use nothing but ghosts to attack thinking lockdown can save em' then they all die fast and then they lose.
Ghosts are actually more of a support unit.
Get your attack force ready (Marines, BC's and the like) and have maybe 5 or 6 ghosts behind them, but DON'T send em in, ghosts are prime targets and most bases have up front cloak see-ers. Now once your marines and BC's are causing havoc (I'll leave it up to you to do the carefully attack planning, I hope your that capable) Now send in your ghosts while cloaked (cause the enemy is normally to busy with other things to detect and target ghosts)
And now lockdown everything that can be locked-down. Now target everything that can't be locked, then while your forces are hitting the lockdowned units, send a ghost to the biggest building cluster and when your guys are clear, THEN use the nuke. This usually causes too much chaos and among the opponent for him to get enough guys together to kick your forces out. Oh, and this won't work on zerg (duh)
Dropships
A lot of people neglect one of the best offensive tools available to the Terran, the Dropship. Compared to the Protoss or Zerg the Terran dropship is good because of the average small size of the Terran Units (eg you can fit 8 marines or 4 goliaths). Once a sizable force has been established and filled into the dropships (try not to take too many siege tanks) scout out the opponents base with comstat and find an undefended spot inside the base or on a ledge around the base (eg. in plains of snow) then move the dropships towards the enemy. when in position for attack cast defensive matrix on all the dropships and send 'em in! When sending them in use the hot keys to drop all the units off and then set w waypoint back at your base so the Dropships dont stay there and die.
Vultures
Most people overlook Vultures because of certain defects. They lack air-defense ( Goliath ) AND a good alternative weapon system ( Seige Tank ). All hope is not lost. A quick ground scout these babies can pack out faster than a road runner.
They are great for protecting choke points until Goliaths or other reinforcements with aerial defense arrive. How you ask? The devastating Spider Mines. Delivering 125 hit points of damage per blast two babies quickly decimate any ground terran units ( not including heroes ) knock a normal ultralisk over half-way to kingdom-come and can critically damage if not destroy any protoss ground unit ( not including heroes ). And that because of only two. Why you still have one left over to plant to replant the used mine field. Then the Concussion Grenades from the Vulture will finish off any job the Vulture Mines do.
Also in case of overwhelming odds the Vulture has the ability for a clean getaway and can almost keep up with a wraith with the ion engine installed.
Marines & Def Matrix
Stuck in a long game? Can't make any progress, and running out of minerals? Heres your solution. You've probably got a good 20-30 marines sitting in bunkers somewhere. Build some science vessels. They only cost 25 minerals... and later in the game, gas keeps coming, even when the minerals are gone. Let them charge up, (at least 4-5 of them) and let out some of your marines.
Cast Defensive matrix on as many marines as you can... and go whoop some butt. The Defensive matrix adds 625% to the health of your marine.
Then you can stimpack them... and not worry about it. You can cause an unbelievable amount of damage, at very little expense to yourself.
This works very well on a small map, especially a multi player FFA, where minerals are tight, and the game lasts long enough to use up minerals.
Upgrades
Yes, upgrades are the most important thing in this game, especially against the AI. Those engineering bays and armories are not just stepping stones for more advanced buildings, they allow you to upgrade your little weakling warriors into full-fledged destruction squadrons.
Case in point: siege tanks. While being a very powerful unit in the first place, only by upgrading at the armory does it really lay waste to everything. Once you get the chance to build an armory, build one...and then another...and maybe even a third. Not crazy in the least bit because while you're upgrading your guns from level 1 to 2, you can upgrade your ships' guns from 2 to 3 as well as their armor at the same time. Once your siege tanks are up to 85 (70 + 15) damage points in siege mode, crank out about 4, pair 'em with 4 goliaths for infantry, and some SCVs for repair, and no one can stop you! I've used this combination tons of times and it works great. But you have to upgrade.
Other case in point: bunkers. Wanna know why your bunkers are getting wasted when the enemy rushes you? Because your four Marines are blastin' away with level 1 guns! Use that engineering bay to upgrade them to level 3 and watch the blood splatter.
Ghosts in Bunkers
Usually, people stick marines in bunkers. If it's a choke point, maybe firebats. Why never ghosts? Ghosts work extremely well in bunkers, and their firing range makes them an excellent choice for defending your base. The best strategy is to put 2 ghosts and 2 marines in, so you have firepower and range rolled into one!
Nukes
When nuking someone who has detectors[in other words, just about anybody], send three ghosts instead of one. When delivering the nuke, spread out the ghosts. I put two of the ghosts just inside or outside of the detector's range, spread out from each other, neither of which is actually dropping the bomb. I put the nuking ghost well into the range of safety. That way, when your opponent kills the first ghost, he thinks the bomb is aborted. Then he realizes there's another one, finds it[the second ghost], and kills it. But, by then, the third ghost has suceeded in getting the nuke there. Ta-Da! you may also get whatever units were hunting the distraction ghosts!
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