Units:

  
Ground:
 
       SCV-  Basic resource collecting unit. Use to defend if being rushed.  Useful for repairing bunkers
          or tanks.
         
Medic- Very weak defense, but excellent healers.  Great when used in packs.  Optical flare ability will
          blind the target, thus limiting the target's sight, rarely useful, but works occasionally.  Restoration
          removes negative spell affects.
         
Marine-  Decent air and ground attack.  Can receive range upgrade and stim pack upgrade.  Stim Pack
          doubles rate of fire. Stimmed marines in groups with medics is deadly vs. the right foe.  Can be placed
          in bunkers.
         
Firebat-  Good ground damage with a small area affect.  Work best vs. light ground forces, ie.
          zerglings. Can be placed in bunkers, not recommended.
         
Ghost- Excellent ranged shot.  Can be placed in bunkers, rarely would you want to do this however.
          Can research cloaking, lockdown and extended sight.  Cloaking and sight are excellent for nuking.
           Lockdown can freeze anything mechanical and allow it to still be hit, unlike the arbitor's statis field.
         
Vulture-  Poor attack and defense.  Only real use is the spider mines which work well vs.
           light to medium infiltry due to splash damage..  Very fast, but this is rarely much of an advantage.
         
Goliath-  Decent ground attack, but excellent air attack.  Mobile turrents with an upgrade that
           allows better missle range.
         
Tank-  Excellent ground attack with large splash damage.  Best when used in groups and
           supported by turrents/air.

  
Air:
      
Wraith-  Good air and ground attack.  Primary advantage is cloacking ability.  If you can neutralize
          any observation efforts, large amounts of these can wreck havok.  However, they are generally weak
          if your opponent can see them.

          Science Vessel- 
EMP Shockwave will kill any Protoss shields and get take away enemy units'
          energy (effective only vs. cloaked wraiths).  Irradiate slowly kills it's biological target as well as
          causing intense damage to those around it.  Defense matrix will boost the defense of a friend, rarely
          is this useful however. Can also act as a detector.

          Battlecruiser- 
Massive damage to both air and ground alike.  Yamato Gun can take out
          turrents/ cannons in 1 hit from a safe distance, but cannot kill spore colonies.  Only weakness is
          the large amount of supplies and gas it takes to build them (6 supplies and 300 gas).  Build time is
          also about 1.5 times that of the wriath.

          Valkarie- 
Excllent air attack, also doing area damage.  Used primarily for defense and not offense.

Rushing Game:

    
Suggested Build:
             -Start with 4 SCV's.
             -Click on Command Center (CC) first and build 1 SCV.
             -Assign SCV's to seperate mineral fields individually.
             -Assign 5th SCV to new mineral patch.
             -Build 6th SCV the second you have 50 minerals.
             -Build 7th SCV likewise.
             -When 6th SCV is built, assign to minerals.
             -When 7th is done, build a Barracks.  May have to wait a few seconds.
             -Build 8th SCV when you can.  Assign it to build a Supply Depot.
             -Build 9th SCV and mine with him.  Likewise for the 10th.
             -Supply Depot should be finished, move that SCV to minerals.
             -As soon as Barracks is finished, build another supply depot with that SCV.
             -Train 1 marine.
             -Build 1 SCV, use him to build a bunker.
             -When 2nd Supply Depot is finished, either build another Barracks or start
                   going for gas to get tanks, depending upon your strategy.
             -Up to you from here..use yer noggin'.

Medium Game:

         Build as above, go for gas instead of the second barracks.  Expand if the map has expansions ASAP.
  Now build a Factory, giving it the add-on.  When Factory is finished have 2 SCV's ready to build
  Starports.  Research Seige Mode at Fact add-on and build the Control Tower add-on to Starport at one of
  the 2 Starports. Build 2-3 shuttles at the SP with Control Tower and pump wraiths at the other.  Factory
  should  start pumping tanks, having 2 per shuttle and whatever is needed for defense. Speaking of defense,
  don't forget to secure entrances with bunkers/marines/tanks/turrents and 1 SCV per 1.5 bunkers for repairs.
  Remaining SP's should pump wraiths.  When you have about 6 tanks in 3 shuttles, with 4-6 wriaths and
  the cloaking upgrade, it's time to attack.  Having built a scanning station (you did didn't forget did you?),
  you should have a pretty good idea of who's open.  Hot key tanks to one group, wraiths to another, and
  the shuttles to a third.  Don't forget to continue pumping out wraiths while you are attacking.
          The key to winning this game is to know your opponent, and hit him before he's ready for it.  Tanks
  are tough to get through, and wraiths, esp. cloaked ones early in the game should provide excellent cover.
  You can count on at least doing moderate damage with this approach.  Try to pick your target based on
  location, and defensive capabilities.  It's perferable to hit someone who is: close, no peremeter defense,
  and has a clear  area behind the minerals.  Hitting mineral gatherer's should always be a priorty.

Long Game:

      
Here you are at a disadvantage when compared to the Zerg and the Protoss as neither of them are
  required to use up supplies on defense, but you are.  Expand as much as you can, perferably to islands that
  you can defend with Turrents, as Tanks will suck up supplies.  Once you have a sufficient income, make
  sure you have excellent production capabilities.  In long games only 2 things matter:  1) Resource flow
  and 2) Production capabilites.  It's recommended to have at least 12 Starports with attached Control Tower.
  This should give you sufficient production.  Once you have a decent attack force, scout out the opposition
  with scanning stations and try to take out his/her expansions.  If you can drain his/her income, you can win.
  Make sure you are constantly producing new units to replace those lost, you should always have max
  supplies, and you should always be attacking.  Be aggressive!

            
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