Terran Units
These are the humans in this game. Terrans are balanced in both numbers and power. Something that terrans have is mobile buildings, these buildings can fly and land on new sites. The only problem is that most buildings are rather slow moving and are very vulnerable to air attacks. Every unit in the terran arsenal has its own part in your army.
Strengths: Terrans are the only race to build on any spot without creep or pylons interfering, Terrans have mobile buildings good for island maps and moving to different areas to mine and set up armies, repair ability, they have the best seige abilities all thanks to their seige tank, they have nukes while the other races have no weapon like that, balanced in strength and numbers, one of the best races in defence, best race for island maps, most versatile basic unit(marine)
Weaknesses: Vulnerable to early rush, terrans have detection problems, buildings take up quite a bit of space and add ons don't help that fact, buildings catch on fire and decrease in hp after meter gets red, being versatile they are not strong in any category.
Table of Contents:
1) SCV
2) Marines
3) Firebats
4) Ghosts
5) Vultures
6) Seige Tanks
7) Goliaths
8) Wraiths
9) Dropship
10) Science Vessels
11) Battlecruisers
12) Medics
13) Valkyries
SCV
Costs: 50 minerals
Supply: 1
Hp: 60
Damage: 5 normal(cannot be upgraded)
Armour: 0
Unit type: Small
Transport slots: 8 is max
Analysis: SCVs are the worker units for the terran army. They have the ability to repair vehicles, buildings and themselves. The more repairing the faster the unit can get repaired. When building a building they will work on it alone making the SCV unuseable unless they halt or cancel construction. They sometimes get stuck after building which make the need for a dropship sometimes necessary. As fighters they do a poor job due to their slow rate of fire and melee range and low damage. Out of all the workers SCVs have the highest hp and have the most uses. It would be a good thing if you keep some at the front line to build/repair bunkers and they help tanks live longer as well. Out of the other two races SCVs can build on any hospitable terrain while zerg requires creep and protoss need plyons to help create structures. They can go into bunkers in case of danger but this is never used.

Tatics to beat SCVs:
Just about anything works except scourges, devourers, valkyries, corsairs, broodlings and other workers.

Marines
Costs: 50 minerals
Supply: 1
Hp: 40
Damage: 6 normal (+1 for each upgrade)
Armour: 0 (+1 for each upgrade)
Unit Type: Small
Tranport slots: 8 is max
Analysis: The Marine is the terran's basic unit. The marine is the only basic unit to have ranged attacks and they can fire at air units. No Terran base is good without the help of marines due to their cost and effectivness in numbers. A weakness of the marine is that they have low hp which results in heavy casualties and low damage especially against high armoured units. In Broodwars the marine is strengthened with medic support keeping them alive longer. In my experience people who do not use marines lose badly sure marines deal low damage and have low hp but 3 marines can defeat a scout in battle. Another thing that make the marine powerful is the use of stim packs with these ability the marine's speed and fire rate is greatly improved therefore slicing through mutalisks, zerglings, firebats, even zealots very easily. This comes at a cost of 10 hp decreased after each stim pack with medics this can be easily overcomed and the fact its effets wear off over time. Marines also provide good defense by going into bunkers which gives marines an extra 350 hp as well as a little more range. Important use of the marine can go a long way. Poor use of them can spell doom for a terran player. This is one unit no terran player can go without and i'm serious.

Upgrades:
U-238 Shells: This increases marine range by 1 a very useful upgrade especially for bunkers it should be your first upgrade
Stimpacks: This ability gives the marine extra strength for a short amount of time this increases rate of fire and ground speed of marines. This ability is very useful.

Abilities: Stimpack: This will allow marines or firebats to increase their movement speed along with their firing rate. It comes at a price of 10 hp damage but in many situations it is worth the payoff.

Tatics to beat marines:
Terrans:
-Use of seige tanks can take out marines
-Your own marines if greater in number and/or better upgrades can beat marines or use medics which will increase marine survival
-Battlecruisers with high hp and armour ratings can destroy marines quite well
-Bunkers with scvs repairing bunkers can finish off many marines even with medic support
-Use of Wraiths with cloak can defeat marines when there are few or no detectors

Protoss:
-Zealots in large numbers can take out marines with speed upgrades however watch for stimpacks
-Dragoons in large numbers can take on marines but if there is medic support or seige tank support the dragoons turns less useful
-Reavers can destroy marines in large numbers with 100 damage and splash damage will kill many marines at a good range
-Dark Templars are good for destroying a marine in 1 slice if there is little to no detectors around
-High Templars they definately are the best unit for taking on massed marines with psionic storm they can take out many marines in short time
-Carriers if the marines are attacking your interceptors and your carrier has level 3 armour upgrades compared to marine level 1 weapon upgrades the marines do little damage to your carriers even when targeting the carrier itself
-Dark Archons with maelstrom can stop groups of marines giving time to help destroy them
-Archons with high shield ratings don't have to worry much against marines unless a science vessel is nearby

Zerg:
-Zerglings early in game or in very large numbers otherwise their cannot do nuch
-Hydras in larger numbers although attack damage is less their numbers and higher hp is something marines should worry about however medic support can make it worse for hydras
-Ultralisks with high hp their can take on lots of damage making them a good choice for handling marines with weak weapon upgrades
-Guardians can take out marines from great distances making them less vulnerable to marine fire
-Defilers using plague can make marines simply easy to kill
-Lurkers can destroy lines of marines if undetected it is a good marine killer

Firebats
Cost: 50 minerals and 25 gas
Supply: 1
Hp: 50
Damage: 8 each, total 16 concussive (+2 for each upgrade)
Armour: 1 (+1 for each upgrade)
Unit Type: Small
Transport slots: 8 is max
Analysis: the Firebat is equiped with twin flame thrower and is capable of splash damage. Unlike other splash damages it is friendly to allies and your own units while deadly to your enemies. The firebat has a melee range however it is longer than most melee units. This unit is best used against zerglings and zealots and with stimpacks it spells doom for zergling and zealot users. They can also be put in bunkers to help marines against these units. They have more hp than a marine and extra armour to help survive. However this added hp and armour isn't going to help them against larger units and ranged units. Against larger units it can squeeze 4 damage in total which won't do at all. Ranged units can hit them easily while the firebat has to run up closer which usually ends with the firebat's death. Firebats cannot attack air units either making them more specialized against other firebats, zerglings and zealots.

Abilities: Stimpack: This will allow marines or firebats to increase their movement speed along with their firing rate. It comes at a price of 10 hp damage but in many situations it is worth the payoff.

Tatics to beat Firebats
Terran:
-Use of bunkers makes firebats easy meat
-Seige tanks can kill firebats even when unseiged taking little damage due to its size
-Vultures are excellent at destroying Firebats
-Goliaths with decent damage they can kill firebats easily due to being a large unit
-All air units can relax and don't have to worry about firebats

Protoss:
-Use of Dragoons spells doom for firebats
-Reavers can destroy bunches of firebats with relitive ease
-Dark Templars are only useful against firebats when there is no detection at all. Due to firebats being able to destroy Dark Templars with relitive ease
-Psionic storm helps against firebats due to their low hp.
-Any air unit can stop firebats without any worries
-Dark Archons can stop firebats when maelstorm is used giving time for the protoss to destroy the group with little retailation
-Archons are useful but beware their shields will take the full 16 damage

Zerg:
-Use of Hydralisks can help destroy firebats easily with their range
-Lurkers are excellent firebat killers even when found
-Ultralisks can clean the area with firebats due to their high hp and armour
-Defilers help by keeping firebat hp low
-All air units go by without fear of retaliation from firebats

Ghost
Costs: 25 minerals and 75 gas
Supply: 1
Hp: 45
Damage: 10 concussive (+1 for each upgrade)
Armour: 0 (+1 for each upgrade)
Unit Type: Small
Transport slots: 8 is max
Analysis: The ghost is not a fighting unit. In fact even in large numbers they are easily countered. However they do have their usefulness. They have 3 abilities that they can use that could turn the tide of the battle in the terran's favor. The first ability is cloak yes hes not a complete ghost and is not invulnerable and he can only cloak for 225 seconds at max but this gives him an edge over some units and will help with his other abilities. The second ability is lockdown which will make any mechanical unit stop and not move, shoot or do anything. This is a great ability to take down carrier users stopping them right in their tracks. The third ability is directing nukes to a target. This makes the ghost one of the most feared units due to his nuking capabilities add it with a cloak you have yourself a guessing game. Although every player gets a warning of the nuke strike the wrong decision of where the nuke is directed at(the red spot) and where the ghost is makes it something to worry about. A problem with concentrating on the nuke is that it might be a distraction from other areas you rather be looking after. If the nuke hits a particular bilding with more than 750 hp  it will deal about 2/3 of the hp damage that means 2 nukes can wipe out a hive even though it has 2500 hp. Concerning with units the nuke does 500 hp damage and it gets less as each unit is further away from it minimum of 200. The only unit to survive 1 nuke is the Terran Battlecruiser all others will die when they are close to the nuke spot.

Upgrades:
Mobius Reactor: This gives the ghost added energy amount to its 200 max and making ti into a 250 max this will give the ghost more cloaking time.

Tatics to beat Ghosts:
Terran:
-Most units can take out the ghost no problem however the use of missile turrets and science vessels will help find them.
-Medics can stop lockdown making the effect rather useless and a single medic with full energy amount can stop 4 or 5 lockdowns

Protoss:
-Photon Cannons are generally built so your base can be secured easily although they are quite expensive
-Observers can help detect ghost without the ghost knowing you found him.

Zerg:
-A ghost should be no problem if you spread your overlords around your base making cloaking rather useless you can use spore colonies but they are quite expensive and not as necessary as overlords are.
-Using plague and ensnare will reveal the ghost if your overlords are not around

Vultures
Cost: 75 minerals
Supply: 2
Hp: 80
Damage 20 concussive (+2 for each upgrade)
Armour: 1 (+1 for each upgrade)
Unit Type: Medium
Trasport slots: 4 is max
Analysis: The vulture is arguably the fastest unit in the entire game. Its speed and low cost cannot be matched. However this unit does have problems. It cannot attack air units which is one and it does concussive damage making it less useful against larger units. Due to its low damage to larger units it becomes less used by newer players. It does have the spider mine ability which allows it to plant up to spider mines. Spider mines can detect cloaked units and remain burrowed until they attack however hovering units like worker units and archons will not trigger spider mines nor would air units. Where most new Terran players have trouble with is Dark Templars. If you use vulture's mines they will kill Dark Templars immediately which can be a life saver early in the game. After the vulture has used its mines it cannot refill them in anyway and you must get a new vulture in order to get 3 more mines. If you have lots of vultures but your enemy is using lots of larger units/air units you better use marines or goliaths instead and if too much supplies are being taken by vultures then you must send them on a suicide scout mission.

Upgrades:
Ion Thrusters: This adds to the vulture's already amazing speed to be a speed demon although too bad the vulture will usually get hit by everything.

Research:
Spider mines: This will give all vultures built or exsisting vultures 3 spider mines to use. If you have vultures research this ability.

Tatics to beat vultures:
Terran:
-Infantry will take heavy damage from vultures so having them in bunkers will help them survive
-Larger units can easily take out vultures there is no contest between a seige tank and vulture
-All air units will take it out easily
-Locking them down can stop the vulture from escaping

Protoss:
-Zealots in larger numbers helps but not recommended and be sure to have speed upgrade
-Dragoons are good units to fight vultures
-Dark templars are a good idea if thy vulture has no detectors around or mines which means instant death to Dark templars.
-Reavers can destroy vultures coming to you but the scrabs are too slow to take out a retreating vulture therefore wasting money
-Air units can turn the vulture to scrap

Zerg:
-Zerglings are terrible against vultures using hydralisks is better however vutures do fight hydras well
-Ultralisks can tear apart vultures even with micromanagement the ultralisk's high armour and high hp rating really makes that micromanagement extremely time consuming and kinda worthless
-Air units can easily destroy vultures no problem
-Spawn brooding will spoil their day
-lurkers with no detection will heavily damage incoming vultures

Seige Tank
Costs: 150 minerals 100 gas
Supply: 2
Hp: 150
Damage 30 explosive tank mode and 70 explosive seiged (+3 for tank mode and +5 for seige mode)
Armour: 1 (+1 for each upgrade)
Unit Type: Large
Transport slots: 2 is max
Analysis: This is one of the most feared units in the entire game. The seige tank deals the second most damage done by a ground unit. The reaver only rivals it by being about to deal 125 damage while the seige tank has 85 max. Nonetheless the seige tank has a low supply rating for something so powerful making it worthwhile to have quite a few around. It has two modes tank mode and seige mode. Seige mode is where is stops reveals its large cannon. This makes it unable to move while tank mode is more mobile but very lacking in power. It is a good offense unit as well a defense unit being able to shoot over obstacles something the reaver can't and it has the advantage of being on higher ground while reavers don't. Speed is something this unit actually doesn't fall in. the only area this unit falls compared to others is Hp. Another thing to note is that the seige tank deals splash damage but this splash damage will hurt your units too.The seige tank has the longest range for any ground unit making it another step over the reaver. In fact the seige tank shoots further than it can see however you must use other units to see for it in order to get maxium range. It cannot fire at air units which makes it essential to protect it with marines or goliaths. Secondly in seige mode it cannot shoot at close range making it requiring marines and goliaths to help kill units that are too close to it due to the fact unseiging is quite slow. Another thing to worry is that if your have 10 tanks close together dropping 1 zergling can cause chaos because the tanks that can shoot the zergling will shoot but splash damage will damage or kill other seige tanks. Still it does amazing damage to large units as well a s strucutures. One thing this unit does better than others is killing turtle people. 1000 photon cannons may work against almost everything including battle cruisers and carriers but against 1 seige tank this defense can crumble. Another must have unit for any Terran player, without it you can get little accomplished especially against "turtling" and have trouble defending your base.

Tatic to beat seige tanks:
Terran:
-Your own seige tanks are useful at taking out other tanks in fact it may turn out into a tank war. The one that has the most upgrades and shoots first wins.
-Both marines and goliaths can only conquer seige tanks by outnumbering them, loses will be severe however unless they are close to the tank.
-Air units are defeat seige tanks without worries that the tank can shoot them.
-Lock down is very useful against enemy seige tanks in good positions.

Protoss:
-Dropping zealots can defeat seige tanks as well as dark templar when they are unsupported. Zealot speed upgrade is necessary for destroying tanks.
-Dropping reavers can defeat seige tanks but reavers are more costly than zealots and have shorter range than tanks.
-Use of air units can destroy seige tanks
-High Templars can get maxium effect on seige tanks in seige mode but be careful since tanks can shoot and kill templars just as easily
-Use of Archons can help destroy seige tanks as long as they can get there.
-Corsairs can use distruption web to prevent the tank from shooting you.
-Statis Field can stop some tanks helping you prepare for the others when statis field ends.
-Dark Templars can destroy tanks with any sort of detector nearby
-Dark Archons can mind control a tank especially when placed in a good position

Zerg:
-Dropping zerglings on undefended tanks can kill them. Speed upgrade is necessary.
-Using huge numbers of hydras can overwhelm tanks however this also makes heavy casualties. Zerglings are better.
-Don't bother using ultralisks unless you use them as a shield for your hydras and zerglings
-Air units can defeat seige tanks
-Queen's spawn broodlings can destroy tanks in seige mode
-Plague helps make tanks easy to destroy
-Lurkers without detection are useful but when found are useless

Goliaths
Costs: 100 minerals 50 gas
Supply:2
Hp: 125
Damage: 12 normal(ground), 20 explosive(air) (+1 for ground and +4 for air)
Armour: 1 (+1 for each upgrade)
Unit type: Large
Transport slots: 4 is max
Analysis: This is the Terran's support unit for the seige tank. It is also a unit that gets a lot of power with the help of constant upgrades. At maximum weapon upgrades it deals 15 normal on ground which is respectable and 32 explosive on air units which is very powerful. Against missile turrets the goliath will not have detector abilties or the high hp or the lower cost of only 75 minerals. Where the goliath does excel is mobility and range when upgraded. Can it replace marines? The answer is no! Although 12 damage is the exact same as 2 marines and its air attack is incredible, with more hp than 3 marines the marine excels in having the use of bunkers and stimpacks. Bunkers give them 350 hp more while stimpacks make thier firing rate extremely good making them good mutalisk killers. The only times when not to use marines and send goliaths is if a player is using massive amounts of air units and if you make good use of recon finding lots of starports, stargates or 2 spires it easily gives a clue that you will face heavy air opposition. Golaiths are good for fighting air units and supporting seige tanks in offensive roles they are less effective than marines and tanks.

Upgrades: Charon Boosters(Brood Wars only): This upgrade makes the golaith missiles able to hit air units at long distances making it able to hit the guardian easily taking away range advantage a definate upgrade if you use golaiths a lot.

Tatics to beat goliaths:
Terran:
-Marines in bunkers can destroy goliaths with support of scvs repairing the bunker
-Seige Tanks can easily destroy a goliath in 2 shots
-Wraiths are useful only if no detection is around otherwise they will become minced meat dealing little damage.
-Battlecruisers can destroy golaiths but a good number must be around to make sure they take as little damage as possible

Protoss:
-Zealots can defeat goliaths due to their higher total hp and higher ground damage
-Dragoon's can destroy goliaths quite easily as long as there are no seige tanks
-Dark Templars can deal heavy damage to goliaths especially when undetected
-High templar's can use psionic storm to weaken goliaths
-Corsair Distruption web can provide defense against goliaths
-Carriers can destroy golaiths only when the golaiths aren't targeting the carrier
-Archons are good against goliaths

Zerg:
-Hydralisks have an advantage over goliaths unless they aren't upgraded.
-Lurkers provide good damage against goliaths make sure no detectors are nearby
-Ultralisks have no problem destroying golaiths with their high hp
-Guardians will have an advantage over golaiths only when they have no charon boosters
-Mutalisks take the least damage against goliaths careful though, they are more pricey than goliaths

Wraith
Costs: 150 minerals 100 gas
Supply: 2
Hp: 120
Damage: 8 normal(ground) 20 explosive(air) (+1 for ground and +2 for air)
Armour: 0 (+1 for each upgrade)
Unit Type: Large
Analysis: Wraiths are the basic terran air unit. The true advantage the wraith has over all other air units is the ability to cloak which makes them invisible. Without cloaking the wraith is a lot less effective. Wraiths are fragile and can be easily destroyed with such units as scouts, golaiths, hydralisks, dragoons, etc. Their low ground damage is poor but makes up for it in numbers and cloaking advantage. Be careful of splash damage AA weapons from units like corsairs and valkyries also note that acid spores will reveal them. The element of suprise will benefit the wraith well making it a good unit to sneak around with. Remember that only detectors will find them once found they are weak. Destroying detectors is a primary objective when using wraiths as for any unti that has cloak.

Tatics to beat wraiths
Terran:
-Use of marines in bunkers can destroy wraiths easily when supported with a detector
-Goliaths can finish wraiths off at incredible rates dealing 32! damage per shot
-Ghosts can lock down wraiths making them inactive
-Missile turrets can shoot down wraiths while detecting them
-Valkyries can destroy groups of bunched up wraiths easily
-Battlecruisers can destroy wraiths with help of detectors
-Science Vessel should be around to help units find the wraiths since it is a detector

Protoss:
-Dragoons are useful in defeating wraiths with the help of observers
-Photon Cannons can easily destroy wraiths taking little damage
-Scouts are good units to combat wraiths dealing high damage can shred wraiths to pieces
-High Templars using psionic storm can destroy groups of wraiths when well placed
-Archons are good wraith killers
-Dark archon can use feedback on wraiths usually killing them wraith unless its low on energy
-Observers can help detect for any wraiths while staying undetected

Zerg:
-Hydralisks are excellent at combatting wraiths as long as overlords are there to help
-Mutalisks take 50% less damage from wraiths
-Scourges can deal 110 hp damage to wraiths per suicide
-Queen's ensnare will reveal cloaked wraiths
-Defiler's plague ability makes wraiths very easy to deal with as well as revealing them in cloak
-Devourer's acid spores will reveal wraiths as well as making them easier to destroy

Dropship
Costs: 100 minerals 100 gas
Supply:2
Hp: 150
Damage: N/A
Armour: 1 (+1 for each upgrade)
Unit type: Large
Analysis: The dropship is the Terran transport. Like its counterparts the Shuttle and the Overlord they transport units across the map. However the dropship has no special upgrades while both overlord and shuttle have. It is the fastest transport compared to the others when none are upgraded. When upgraded the Shuttle is faster while the overlord is more durable and more in number. The dropship falls in the middle while not costing very much it is not very special. The 8 infantry units can fit per transport making it very useful for dropping marines in bases. It can also carry 4 vultures/goliaths and 2 seige tanks. The dropship is mechanical and can be locked down which poses a problem.

Tatics to beat dropships:
Terran:
-Any anti-air unit can destroy a dropship but goliaths and air units can turn it into scrap quite fast.
-Lock them down with a ghost

Protoss:
-Use of anti-air weapons can destroy dropships

Zerg:
-Anti-Air weapons what more to say?

Science Vessel
Costs: 100 minerals 225 gas
Supply:2
Hp: 200
Damage: N/A
Armour: 1 (+1 for each upgrade)
Unit type: Large
Analysis: The Science vessel is the Terran mobile detector. Unfortunately it comes rather late in the game since it is high in the tech tree. Another problem is the supplies it takes. 2 is more than both observers(1) and overlords(0) meaning fewer science vessels. Blinding science vessels can be a problem which mean the science vessel will not detect units and must have a medic nearby to restore it gladly it can be done otherwise you'll have to use another one and they are not cheap. The abilities of the science vessel however are very very useful. Each ability has its use defensively and offensively. Although the science vessel does not have an attack its irradiate ability will give it kills.

Upgrades:
Titan Reactor: This will increse the Science Vessel's max energy from 200 to 250. Useful if you constantly use spells.

Ablities:
Defense Matrix: This ability comes with a science vessel free. When it does is on the unit that has this spell casted on it will increse its hp to 250 more. This shield is temporary and will not last too long. Good units to cast on is: Seige Tanks, Battlecruisers, vultures(scouting pruposes), marines(for fun or to be cannon fodder).

EMP Shockwave: This ability when casted will drain energy from any spell caster unit. Any energy will be reseted to 0. It also has the ability to turn protoss shields to 0 making it an ultimate protoss weapon and a archon's nightmare. Once you have this spell archons are completely useless. This also helps in destroying carriers making them even easier to kill. If your enemy uses a lot of high templars deplete their energy and attack making the high temps useless.

Irradiate: This is an annoying spell which is extremely effective on zerg units. It works on terran infantry, SCVs, zealots, dark templars, high templars. This spell is not as effective on the protoss since probes are immune to its effect. However it can kill almost every zerg unit except the Ultralisk. The maximum damage it causes is about 260 which can take out the second highest hp zerg unit the Devourer. It will create a green gas like effect on the affected unit damaging anything around it. If 4 overlords were close together and 1 got irradiated all will be harmed but if they aren't moved they all die. This is a nasty anti-zerg spell second to psi storm.

Tatics to beat Science Vessel:
Terran: Anything with an AA weapon will beat a science vessel

Protoss: Same as above.

Zerg: Same as above.

Battlecruiser
Costs: 400 minerals 300 gas
Supply:6
Hp: 500
Damage: 25 normal(ground), 25 normal(air) (+3 for each upgrade)
Armour: 3
Unit type: Large
Analysis: This is the strongest unit in the game. However it is very underrated. Many player think carriers are better but this is not true. In a 1 on 1 fight the battlecruiser will prevail since its rating of 3 armour will make the interceptors far less effective. All the interceptor damage racks up to 24 not 48. Yes a 50% decrease. The Battlecruiser on the other hand will deal 25 damage but to 4 armour will deal 21. Carriers are also more costly due to interceptors being built. A single carrier with 8 interceptors is 510 minerals and 350 gas compared to Battlecruisers at 400 minerals and 300 gas. each interceptor costs 20 minerals each adding to the immense cost. Battlecruisers also have the Yamato gun ability which can slice through more than 1/2 of a carrier's life which is 260 damage. The Yamato gun can shoot beyond the range of any defense tower the only one that will survive is the spore conlony. What makes the battlecruiser powerful is the Yamato gun, its very high hp, 2nd best armour rating and its damage from even its laser batteries. The Battlecruiser by no means is the ultimate unit and there are some units that can beat the Battlecruiser easily.

Upgrades:
Colossus reactor: This increses the Battlecruiser's max energy from 200 to 250. Extra useful for charging the Yamato gun

Abilities:
Yamato gun: This will make the Battlecruiser fire 1 single shot at a unit causing a maximum of 260 damage. Can be used on strucutres.

Tatics to beat Battlecruisers:
Terran:
-Marines can help only if enemy battlecruisers are not upgraded since 2 shots kill a marine and the high armour rating makes marines less useful. Still bunkers do stall Battlecruisers.
-Golaith the best ground unit to fight battlecruisers. It can attack from a distance giving it a slight advantage over Battlecruisers. The high damage from its missiles really helps.
-Wraiths when cloaked can help destroy Battlecruisers lacking detection. Once detection is around, wraiths are somewhat useless.
-Valkyries can destroy Battlecruisers only if armour is not upgraded while valkyrie weapons are upgraded since this will increase damage caused and make valkyries a dangerous enemy to Battlecruisers ptherwise the valkyrie is only good for distraction.
-Use your own Battlecruisers with the help of good micromanagement. Use Yamato since 2 will destroy 1 Battlecruiser.
-Battlecruisers without Yamato Cannon will find Missile Turrets diffcult to handle.

Protoss:
-Dragoons are helpful but be warned of their AI and size. When not controlled they die easily to Battlecruisers.
-Scouts are the best protoss anti-bc unit. It packs the power of a bc for a lower cost
-Avoid using carriers.
AVOID USING CARRIERS! Only moron Battlecruiser commanders will lose to carriers.
-Psionic Storm is helpful in reducing Battlecruiser hp and Battlecruisers are usually packed which makes this spell more useful.
-Archons are effective against Battlecruisers but beware of the science vessels which are available if Battlecruisers are around.
-Dark Archon Mind control can take over a Battlecruiser and have it turn against its former allies though you might lose the Dark Archon. Feed back can hurt Battlecruisers depending on energy. It will never kill one but damage it greatly.
-Photon Cannons are helpful in destroying Battlecruisers without Yamato.

Zerg:
-Hydralisks are a good unit due to versatility
-Avoid using scourges since Battlecruiser AI targets them first instantly killing them
-Mutalisk: Their low damage is a problem but with Devourer help it makes the Mutalisk more powerful.
-Devourer: Designed to fight Battlecruisers it however needs help from mutalisks to take advanatge of its acid spores since Devourers have poor cooldown times.
-Spore Conolies are a nuisance to Battlecruisers since it requires 2 Yamatos to take it out.

Medic
Costs: 50 minerals 25 gas
Supply: 1
Hp: 60
Damage: N/A
Armour: 1 (+1 for each upgrade)
Unit Type: Small
Transport slots: 8 is max
Analysis: This unit does not kill anything. It is the only unit that can heal all biological units ie. Zerg units, Terran Infantry, etc. The main reason for using medics is to heal your marines. In fact this increases a marine's chance of survival. 2 Medics and 1 Marine can defeat a scout. Medics also make Hydralisks fear marines since now stim packs can be unlimited instead of a maximum of 3 uses. Stimpacks are what make the marine strong and now that it can be used at anytime and getting healed the marine is very dangerous. The medic also has late game uses since restoration can make things like parasites, irradiate, and annoying lock down go away. This is very good when your seige tanks keep getting locked down or Battlecruisers get parasites. The medic can also blind units giving them a sight range of 1 square which is very poor.

Upgrades:

Abilities:
Heal: This will allow the medic to heal 2 hp per 1 energy on any biological units including those of allies.

Restoration: This will make any status on a unit gone. A useful ability for getting rid of annoying things like lock down and parasites. It doesn't work for statis Field though.

Blind: This ability gives the medic the ability to blind a unit making see only 1 square. Perfect targets are Overlord, Seige Tanks, Ghosts. Any detector blinded will not be able to detect.

Tatics to beat Medics:
Terran: Just about anything can kill a medic.

Protoss: Same as above.

Zerg: Same as above.

Valkyrie
Costs: 250 minerals 125 gas
Supply:3
Hp: 200
Damage: 6 normal(air) (+1 for each upgrade)
Armour: 2 (+1 for each upgrade)
Unit type: Large
Analysis: The Terran Valkyrie is the answer to fighting overwhelming amounts of small air units. A few valkyries can easily scrap mutalisks, wraiths and scouts especially when in numbers. It deals splash damage and helps take out many units at a time. The only thing that the valkyrie has problems with is capital ships and ground units since it doesn't deal heavy enough damage to capital ships and is unable to target ground units. Weapons upgrades can help it fight capital ships easier if the capital ship has not been upgraded in armour. The Valkyrie fires 8 missles before reloading which should almost kill most air units. This is one unit that can easily go Overlord hunting which is a zerg nightmare

Tatics to beat Valkyires:
Terran:
-Use Marines and/or Goliaths since they can attack Valkyries with impunity
-Use Cloaked Wraiths only when there is no detectors at all otherwise they can be all destroyed in a matter of a few seconds.
-Missile Turrets can destroy them with ease.
-Valkyries can fight other Valkyries depending on numbers and upgrades
-Battlecruisers can destroy Valkyries while taking little damage but they must have armour upgrades otherwise the valkyrie can hurt them.

Protoss:
-Dragoons and Archons can attack the Valkyrie with impunity becareful of Science vessels when using Archons though
-Scouts spread out can defeat Valkyries but when stacked they die.
-Carriers can beat Valkyries due to their high armour rating just make sure armour is upgraded
-Dark Archon can mind control Valkyries

Zerg:
-Keep your Overlords away from them
-Hydralisks can attack them with impunity
-Scourges can usually hit a valkyrie before it dies
-Devourers are the best Zerg air unit to fight valkyries due to its higher armour rating, high hp and high damage.
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