Experience






[ Zerg | Terrans | Protoss ]
Units Statistics



Since combat can be a constantly changing atmoshpere it is hard to prepare oneself for everything. The tactical unit readouts, utilized from the mother station Blizzard, may not be enough for officers to lead their strike teams... Here are some experienced battle evaluations gathered by [SL] operatives that have cost countless warriors lives.

Build More, Scout More, Extras More, Win More!!!

Build More:
Do not mistake this for all out rush or nothing but offensive units. Build More means build more of everything, especially defense. The combination of massive well placed units and defensive positions will defeat all-out offensive attacking nearly everytime, but only if the strike force builds more than the rest.

- Protoss:
This species practically begs its officers to build up amazingly powerful forces. Cannons, with both air and land defense, are the backbone of any Protoss base.
5+ gateways, 5+ stargates, 2+ robotics facilities, 2+ forges,
and multiple cannoned-up expansions are the likes of a devasting Protoss invasion.
- Terran:
The terran race, if allowed to gain mass production and construction of its structures and units, can easily turn the tide of any battle. The problem is lasting that long. 500 HP depots make a great buffer between land targets and fortified bunkers. Marines can still fit between these entrances blockaded with depots; however, this tactic can hamper tank offensives until dropship deployment, costing crucial time.
4+ barracks, 2+ factories, 5+ starports, 2+ nuclear silos, and turrets and bunkers in rows
is strongly recommended for Terran invasions.
- Zerg:
The biological horror of the zerg is clearly represented in the race's speed of production and unit velocities. The Hatchery with multiple larva can easily out produce the other races. Extremely thick Creep with
3 evolution chambers rows of sunken and spore colonies, and 5+ hatcheries
should be present in a Swarm Planetary Infestation.

Scout More:
Reconnaissance is Vital! Locating, Testing, and Monitoring enemy forces is half the battle. Do it or be Ambushed...

- Protoss:
A probe, zealot, scout ship, and cloaked observers make viable scouts for any conclave.
- Terran:
SCV, marine, mines, comsat, and science vessel give the terraformers multiple recon options.
- Zerg:
Early overlord recon, drone, zergling; plus, queens and their parasites aid the Swarm's intelligence.

Extras More:
Upgrade, Upgrade, and Upgrade some more...
- Protoss:
Recall, Stasis, Psi Storm, and Carrier Capacity are just a few of the Protoss's devastating upgrades. The forge and core must never stop improving Protoss forces. The High Templar and Dark Templar can turn away large enemy offensives all by themselves.
- Terran:
Siege Tank, Wraith Cloak, Mines, and Stim Packs are a few essential Terran extras. The armory and engineering bay must be constantly researching improvements for troops. The ghost with great extended range, lockdown (a must with invading carrier fleets), and NUKES allow these cloakable individual units to assist in slaying legions of enemies.
- Zerg:
Speed upgrades for zerglings, hydralisks, ultralisks(*BW), and overlords are a must with the deadly zerg. Evolution chambers and Spires that continually evolve the minions of the swarm kill like the plague (Level 3 OUCH!). Defilers with dark swarm protect ground units from cannons, tanks, goons, and air units and its plague sicken all units to Death!

Research, Planning, and, Strategy can never guarantee the win, but if an officer's landing force followed these guidelines he/she would undoubtedly be a powerful force on the battlefield... But, without extensive experience and practice commanding forces, following these strategies and tactics can be very hard. Even veterans have trouble due to many factors: Mind set, Connections, Background Factors (i.e. phone, company), and a feeling of superiority leave many a General foolishly open to massive enemy invasions...