General Strategy
 

Damage types and unit sizes-
 Units in Starcraft are one of three different sizes: small, medium and large. The size of a unit is taken into
              account when calculating the effects of different classes of damage. This is why, for example, a Firebat is very
              effective against Marines, but has a minimal effect on Siege Tanks. The damage classes and their
              effectiveness in relation to the three unit sizes are as follows:

                   Normal weapons are equally effective against all types of units.
                   Concussion/Plasma weapons do 50% damage against Medium units and 25% against Large units.
                   Explosive weapons do 50% damage against Small units and 75% against Medium units.

              Protoss shields always take full damage from all attacks. Buildings are considered "Large" units.

              Some attacks, such as the Scarab explosion, also do "splash damage", which means that any units or
              buildings within a short radius of the attack point will take a peripheral amount of damage.

              The following table lists each unit's size and damage type:

Terran Units
       
Unit
Size
Ground Attack
Air Attack
SCV Small Normal -
Marine Small Normal Normal
Firebat Small Concussive+ -
Ghost Small Concussive Concussive
Vulture Medium Concussive -
Siege Tank – Tank Large Explosive -
Siege Tank – Siege Large Explosive* -
Goliath Large Normal Explosive
Wraith Large Normal Explosive
Dropship Large - -
Science Vessel Large - -
Battlecruiser Large Normal Normal
       
Medic Small - -
Valkyrie Large - Explosive+

Zerg Units
       
Unit
Size
Ground Attack
Air Attack
Larva Small - -
Drone Small Normal -
Zergling Small Normal -
Hydralisk Medium Explosive Explosive
Ultralisk Large Normal -
Infested Terran Small Normal* -
Broodling Small Normal -
Defiler Medium - -
Queen Medium - -
Overlord Large - -
Scourge Small - Normal
Mutalisk Small Normal Normal
Guardian Large Normal -
       
Lurker Medium Normal+ -
Devourer Large - Explosive

Protoss Units
       
Unit
Size
Ground Attack
Air Attack
Probe Small Normal -
Zealot Small Normal -
Dragoon Large Explosive Explosive
High Templar Small - -
Archon Large Normal+ Normal+
Reaver Large Normal+ -
Shuttle Large - -
Observer Small - -
Scout Large Normal Explosive
Carrier Large - -
Interceptor Small Normal Normal
Arbiter Large Explosive Explosive
       
Dark Archon Large - -
Dark Templar Small Normal -
Corsair Medium - Explosive+

* Weapon does splash damage to all units
+ Weapon does friendly splash damage (meaning it will hit allies and enemy units but not your own)
Hot keys and Special Commands
Hot Keys
              Every unit command has a hot key, or keyboard shortcut, associated with it. Holding the cursor over any unit
              command button will display the name of the command. Note that one of the letters appears in Yellow-- this
              is the hot key for that command. Using hot keys for special abilities, attacking, and construction can save a
              lot of time.

              Selecting Units
              Double-Clicking on a unit will select all units of the same type that are on the screen (up to 12.) You can
              also do the same thing by holding down the Control key and left-clicking on a unit.

              Sometimes when you group-select a bunch of different unit types you'll want to add or remove units from the
              group. For example, if you've selected a group of Marines, Ghosts, Firebats, and SCVs, you might want to
              send the combat units off to fight, and send the SCVs off to work. In the Status Display, hold down Control
              and select the Portrait of the unit you want to single out. This will select a group of those types of units.
              Sometimes this is faster and easier than double clicking or control clicking individual units on the main
              screen, especially while they are moving and/or battles are going on.

              Hold down Shift and select units you want to be removed from your current selection group. This is useful
              when an unwanted unit gets caught up in your selection such as an SCV, Dropship and so on.

              Hold down Alt and click on one unit from an earlier assigned group to select all units of that group. The term
              "group" doesn't refer to the units designated to a hot key, but to any units that have been selected as a group
              (by any method). If, for example, you select 5 Marines (by dragging a box around them, holding shift and
              clicking on them all, holding CTRL and clicking on one of them, etc), then select a different unit, and later hold
              down ALT and click on one of those Marines again, all five Marines will be reselected (note that these Marines
              have not been designated to a number key). This ALT-click selection works on the last "group" to which that
              unit was a member. This will usually lead units hot keyed to a number to be reselected when one of those
              units is ALT-clicked (since hot keyed units are selected together all the time).

              Whenever you hear a unit transmission, such as "We're under attack!", "Building complete", etc. press the
              Space Bar to center the screen on the location of the last transmission. This comes in very handy, especially
              in the case of a unit being completed.
 
 

              Control Groups
              You can assign a building, building add-on, or a group of up to 12 units to a single key. To do this, select what
              you want to assign, then hold down Control and select a number on the keyboard between 0-9. Then, when
              you want to select what you assigned, simply press the number of the group that you want. Pressing a group
              number twice will center the screen on the group.

              Careful use of control groups can be vital to building up your forces during the heat of battle, and being able to
              rapidly respond to unexpected attacks.

              By assigning a control group to your Command Center or Nexus you can quickly center on your town by
              pressing the group key twice. It also allows you to quickly select the building and begin training a new worker.
              For example, if you have a Command Center set to group 1, you can press 1 then s to train a new SCV
              without pulling your attention away from whatever you're currently doing. This is even more effective when done
              with the Zerg because in addition to the functions of the Terran and Protoss counterparts, the Hatchery
              produces all Zerg units. Assigning it to #1, you would hit 1 then s (to select all Larvae), then the hot key for
              the Zerg unit you want to morph the Larva into. By assigning all of your Hatcheries to group #s, you can
              quickly produce large groups of units. Combined with Rally Points, this allows a Zerg player to very quickly
              build up an attacking or defending force.

              Terran players will find that assigning one or more ComSat Stations to a control group they can quickly detect
              cloaked units and scout out enemy bases. It's usually a good idea to assign the numbers 1-3 to ComSat
              stations, so you can instantly perform a Scanner Sweep simply by pressing 1 s.

              You can also use control groups to assign groups of specific units that you want to find and control easily,
              such as groups of SCVs you want to devote to repairing, or packs of Carriers, Battlecruisers, Scouts,
              Mutalisks, etc. Use it on spell casters so they will be easier to find. Assign a number to a group of Defilers
              then Burrow them. In the heat of battle you may not remember where you placed them, but with control #s
              you can easily find and control them.
 
 

              The F2-F4 Keys
              You can use F2-F4 to assign a specific location on the map to a key. For instance you might want to keep an
              eye on the entrance to your base. Center the screen on the area you want to watch, hold down the Shift key,
              and press F2, F3 or F4. To center your screen on the location again, simply press the appropriate key.

              Locations vs. Control Groups
              Remember you can assign your main buildings at each town, and expansion towns to 0-9. This allows you to
              both center the screen on each town you may have, and also quickly train a worker or other unit. However,
              you can't use control groups to assign a screen location to a place where there are no buildings, or to enemy
              buildings or towns. That's when F2-F4 come in handy. Use F2-F4 for enemy towns, key ambush spots, and
              other worthwhile spots you want to watch but can't keep units at.
 
 

              Setting Waypoints
              Starcraft allows you to guide units along using waypoints. Select the units, then hold down Shift. While
              holding Shift down, select Attack then while continuing to hold down shift, repeatedly select attack and click
              on each point on either the mini-map or main screen you want the units to travel to. When you are done,
              release shift. You can also do the same thing by right-clicking on the map, but that will issue a Move order
              instead. As your forces are traveling to the various waypoints, they will not stop or respond to any attacks on
              them. Move should only be used if you don't think the units will be attacked.

                   Setting waypoints is very useful when scouting by air. Select an air unit, then set a waypoint at each
                   resource spot. The flyer will head off to each resource spot. This is very good when used with
                   Observers and cloaked Wraiths, since they can easily evade most enemies.

                   Use Waypoints to guide your troops through difficult areas.

                   There is a limit of the number of Waypoints you can use. You will receive a message indicating when
                   you have reached that limit.
 
 

              Queuing Commands
              Assigning waypoints and queuing commands are effectively the same thing. To queue commands, hold down
              the shift button, and issue commands to the unit, clicking on the mini-map or on the main screen. When you
              have issued all your commands, release the shift key. Each unit is capable of queuing several commands at
              once singly or when group selected. You can queue most commands such as left-clicking, right-clicking,
              Stop, Attack, Hold Position, Repair, Move, Patrol, and Load/Unload. There is a limited number of commands
              that can be queued-- you will receive a message indicating when you have reached that Queue limit.

              For example:
              You can tell a group of Terran SCVs to repair a group of Wraiths by holding down Shift and either
              right-clicking, pressing R, or clicking the Repair Button and targeting all the damaged Wraiths. If you
              attempt to repair a Wraith that is not damaged you will receive a warning message that the Wraith doesn't
              need to be repaired, but it won't cancel out your previous queued repair commands, so don't worry. The same
              can be done with buildings, and the last command can be to return to mining resources.

              Another use is to tell an SCV to build then mine. Hold down Shift and select the building you want to build
              and click where you want it built. Then right-click on either a Mineral patch or a Refinery. When the SCV is
              done building, it will start mining. The same can be done with Protoss Probes. This cannot be used with Zerg
              because the Drones morph into the buildings, causing the loss of the Drone.

Standard Recon
              More conservative players can wait until their first attack unit (Zergling, Marines, or Zealots) before sending out
              a recon mission. It is up to you to decide how many you want to send out scouting, and it depends greatly on
              the map size. On large maps, only one Marine or Zealot will take forever to explore the map and find the
              enemy unless you get lucky. Most likely the enemy will be well established before you find them. So the
              larger the map is, the more scouting troops you should probably send.

              Keep in mind that if you get attacked by a full force while your troops are out scouting, it could spell the end
              for you. Scouting is a risky maneuver but it can pay off. Sometimes it's simply a matter of luck. If the enemy
              gets lucky and finds you early, it can be over.

              After you find the enemy you have to make a decision if you want to attack or continue to build up. If you see
              a definite advantage, attack. Keep in mind though that the enemy may be able to build up a defense in the
              time it takes you to walk your troops across the map.

              Watching the Enemy
              It is important to make periodic checks on the enemy town to see what units are available to them, and
              possibly what strategy they might be trying for. It's important to become familiar with the tech tree for all three
              species, even if you specialize in playing only one of them. For example, if you find a Protoss player with four
              Gateways, a Nexus, and nothing else except Pylons, you know that they are probably going for Zealots. If
              they have one Gateway, a Cybernetics Core, and a Robotics Facility, expect a Reaver drop.

              Stopping various strategies is often as simple as catching the enemy while they are attempting them.
              Examples of this are enemies building Bunkers/Shield Batteries/Barracks/Gateways outside your town, trying
              to set up defensive formations in high traffic or key locations, or expanding to new resource nodes. As noted
              above, it's also important to determine what units are available to your opponent, and whether they are
              focusing on a one-unit strategy or not.

              Terrans
              For this task, Terrans have the easiest time. They can use the Scanner Sweep ability of the ComSat Station,
              after building a Barracks and an Academy. This cannot be countered by the enemy without destroying the
              ComSat Station. Terrans can use Marines initially to scout until the ComSat station is available.

              Vultures with the Ion Thrusters upgrade make incredible scouts. Send them around the resource spots using
              waypoints. You can lay Spider Mines at the resource spots to spot and attack anyone trying to build by them
              (keep in mind that Mines are not activated by hovering workers.) Mines make incredible scouts-- lay them in
              well traveled areas, and outside the defensive perimeter of your town to spot and harass enemy troops. An
              upgraded Vulture can also be used to run right through enemy towns-- their fast speed sometimes allows
              them to zip right past defenses.

              You can also use cloaked Wraiths to scout the enemy if they do not have detection yet. Usually a ComSat is
              more effective, though, especially if you remember to use it every time its energy reaches full charge.

              Protoss
              Protoss have a hard time with spying until they are able to use Observers. Use Zealots and Probes to scout
              the map until Observers are available. Unless you are really doing well, you won't want to leave your expensive
              combat units like Zealots and Dragoons sitting around resource spots. Once you have enough Probes
              gathering Minerals and Gas at your main base, send them out to sit and wait until you're ready to start on an
              expansion town.

              Once Observers are available, use them. They make perfect scouts, since they are small, fast (when
              upgraded), and, of course, invisible. Hide them over the resource spots, send them over the enemy towns,
              leave them along land routes between your bases, plant them any place that you can. Researching their
              speed and sight upgrades makes them the best scouts available to any species.

              Zerg
              The main Zerg scout is the Overlord. Be sure to research the speed and sight upgrades. Overlords are visible,
              vulnerable, and valuable, so a better scout is...

              The lowly Zergling! Place a burrowed Zergling at every resource spot. This will only cost a little of money
              because they are so cheap. You will find that the computer Zerg AI uses this strategy quite well. You can
              burrow larger forces as more Minerals are available-- 6-12 Zergling won't impact your economy much, but can
              quickly destroy and enemy attempt to expand. Place Zergling at other high traffic areas to watch enemy
              movement. Often your Zergling will be able to sit there untouched for quite a while, giving you a free scout on
              the map.

                                                                                                           General Strategy (Continued)