StarCraft/Strategies: Difference between revisions

Jump to navigation Jump to search
Line 9: Line 9:


===Ghosts===
===Ghosts===
Ghosts are the most versatile units in the Terran armada. They can be the difference between defeat and victory. For one thing, they have cloaking. That already gives them an advantage. But they are also great at halting attacks. If your opponent brings in a battlecruiser, no sweat, just use lockdown and the battlecruiser will be a sitting duck for your other units. When you have found the location of the enemy base, this is where the fun starts, assuming you have two command centers: one with comsat and one with a nuclear silo armed and ready. Use the comsat station to check and see if there are any enemy units with the detector ability. If there are, roll in some tanks in siege mode and blow them to hell. After you've cleared a path for the ghost, he can run through in stealth mode and set up a marker for a nuke. If you're very high on resources, you can send a few tanks to another base, causing your opponent to be distracted by the ensuing battle. Just be careful that a Science Vessel doesn't happen to be driving by, or your Ghost is as good as dead. I only recommend sending Ghosts in when you have ''all'' of their abilities researched. The only downside to Ghosts is the fact that they don't really hold their own in direct combat. In terms of fighting, put them in bunkers.
Ghosts are the most versatile units in the Terran armada. They can be the difference between defeat and victory. For one thing, they have cloaking. That already gives them an advantage. But they are also great at halting attacks. If your opponent brings in a battlecruiser, no sweat, just use lockdown and the battlecruiser will be a sitting duck for your other units. When you have found the location of the enemy base, this is where the fun starts, assuming you have two command centers: one with comsat and one with a nuclear silo armed and ready. Use the comsat station to check and see if there are any enemy units with the detector ability. If there are, roll in some tanks in siege mode and blow them to hell. After you've cleared a path for the ghost, he can run through in stealth mode and set up a marker for a nuke. If you're very high on resources, you can send a few tanks to another base, causing your opponent to be distracted by the ensuing battle. Just be careful that a Science Vessel doesn't happen to be driving by, or your Ghost is as good as dead. I only recommend sending Ghosts in when you have ''all'' of their abilities researched. The only downside to Ghosts is the fact that they don't really hold their own in direct combat. In terms of fighting, put them in bunkers.<br /><br />
 
Counters
*Terran: Build a tight perimeter of missile turrets or put science vessels on patrol.
*Zerg: Spore colonies and overlords.


===Science Vessels===
===Science Vessels===
18

edits

Navigation menu