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StarCraft 64 #12 - Races

Races - Information

StarCraft 64 #12

StarCraft 64 - Races

Missions

Zerg, Races

The biological race of the game. The Zerg depend on large number of units, since the cost for them is the lowest. When you are Zerg, you have to take advantage of the fast-tech Hyrdalisk. All you need is to get some gas up and then build a den and you are well on your way of building your first Hyrdalisk.

Zerg Buildings
Hatchery
  • HP: 1250
  • Cost: 300 Minerals
  • Armor: 1
  • Time to build: 2 minutes (120 seconds)
  • Evolution: Lair
  • Use: Spawn units
  • Ability: Gives you 1 supply

Use this building to spawn your units. This is the only building that does that, you will need serveral of them. You should have around seven or eight. do not go over board, though, or you will have some trouble spawning units due to their cost.

Creep Colony
  • HP: 400
  • Cost: 75 Minerals
  • Armor: 0
  • Time to build: 20 seconds
  • Evolution: Sunken Colony & Spore Colony
  • Use: Expands the Creep
  • Ability: Nothing

This building is stage one for a Sunken or a Spore, by building this, though, will expand the Creep by a whole lot.

Extractor
  • HP: 750
  • Cost: 50 Minerals
  • Armor: 1
  • Time to build: 40 seconds
  • Evolution: None
  • Use: Source of Gas (No, it is not what you think)

The Extractor is where your Drones collect Vesphene Gas. Find a Vesphene a Geyser for your Drone to mutate on. Each Geyser holds 40 000 Gas.

Exolution Chamber
  • HP: 750
  • Cost: 75 Minerals
  • Armor: 1
  • Time to build: 40 seconds
  • Evolution: None
  • Use: Upgrade the attack and armor of your units.

You should build two of these so you can evolve armor and attack at the same time. It is important that you upgrade your weapons and defense, because with them, you'd be pretty feeble against say, upgraded 'Toss and Terran.

Spawning Pool
  • HP: 750
  • Cost: 200 Minerals
  • Armor: 1
  • Time to build: 1 minute 20 seconds (80 seconds)
  • Evolution: None
  • Use: Upgrade your Zerglings
  • Ability: Allows you to spawn Zerglings
  • Allows you to evolve Creep Colony to Sunken Colony

By building this, you will be able to spawn Zerglings and evolve a Sunken Colony from a Spore Colony. it is important to build this quickly.

Sunken Colony
  • HP: 400
  • Cost: 50 Minerals; Evolve from Creep Colony
  • Armor: 0
  • Time to build: 20 seconds
  • Ground Attack: 40
  • Air Attack: None
  • Use: Your defense against Ground Units
  • Ability: Nothing
Spore Colony
  • HP: 400
  • Cost: 50 Minerals; Evolve from Creep Colony
  • Armor: 0
  • Time to build: 20 seconds
  • Evolution: None
  • Use: Defense against Air
  • Ability: Detector
  • Ground Attack: None
  • Air Attack: 15

Have the Spore Colony protect the edge of your base to protect you from the enemy air units, or at least just tell you there are coming. You can also use this as a Detector, so do not just fill the edge of your base with them, put them in random locations within your base for detecting.

Hyrdalisk Den
  • HP: 850
  • Cost: 100 Minerals, 50 Gas
  • Armor: 1
  • Time to build: 40 seconds
  • Evolution: None
  • Use: Allows you to spawn Hyrdalisks
  • Ability: Upgrade Hyrdalisk Speed and Attack Range
  • Ground Attack: None
  • Air Attack: None

You should build around one or two of these, however you see fit. You can build two to upgrade faster, or you can let the upgrades do one by one, as the time is not that long.

Lair
  • HP: 1800
  • Cost: 150 Minerals, 100 Gas
  • Armor: 1
  • Time to build: 1 minute, 40 seconds (100 seconds)
  • Evolution: Evolved from Hatchery
  • Use: Spawn units
  • Ability: * Upgrade Overlord Speed, Overlord Carrying Ability, and Overlord Sight Range. * Gives access to Spire and Queen's Nest * Allows you to upgrade your weapons and armor to level 2
  • Ground Attack: None
  • Air Attack: None

You can evolve three Hatcheries to evolve quicker if you wish, but that seems like a waste of Minerals and Gas. But, the upgrades take some time, so maybe it is a consideration.

Spire
  • HP: 600
  • Cost: 200 Minerals, 150 Gas
  • Armor: 1
  • Time to build: 2 minutes (120 seconds)
  • Evolution: Greater Spire
  • Use: Allows you to spawn Mutalisks and Scourges
  • Ability: Upgrade Air unit armor and attack.
  • Ground Attack: None
  • Air Attack: None

it is crucial that you build two of these, but they are expensive, but it is worth it in the long run. You can upgrade twice as fast, so do not hesitate, build two.

Queen's Nest
  • HP: 850
  • Cost: 150 Minerals, 100 Gas
  • Armor: 1
  • Time to build: 1 minute/60 seconds
  • Evolution: None
  • Use: Allows you to spawn Queen
  • Ability: Allows you to upgrade Queen Spawn Broodlings ability Allows you to upgrade Queen Parasite Ability
  • Ground Attack: None
  • Air Attack: None

Build one Queen's Nest and that is it. When building several duplicates of one building, you should always ask this first: "Will I use this often?" no.

Hive
  • HP: 2500
  • Cost: 200 Minerals, 150 Gas
  • Armor: 1
  • Time to build: 2 minutes/120 seconds
  • Evolution: Evolved from Lair
  • Use: Spawn units
    • Ability: Allows you to upgrade Weapons and Armor to Level 3
    • Allows you to upgrade your Spire to Greater Spire
    • Gives access to the Ultralisk Cavern
    • Gives access to Nydus Canal
    • Gives access to Defiler Mound
  • Ground Attack: None
  • Air Attack: None

The Zerg building with the highest amount of HP. This is necessary in all Zerg bases, but all you need is one. As soon as your Lair is done upgrading, you will get access to many Advanced Structures: Greater Spire, Ultralisk Cavern, Nydus Canal, and Defiler Mound.

Greater Spire
  • HP: 600
  • Cost: 250 Minerals, 150 Gas
  • Armor: 1
  • Time to build: 120 seconds
  • Evolution: Evolved from Spire
  • Use: Allows you to evolve your Mutalisk into Guardian and Devourer Aspects.
  • Ability: Upgrade your flyer weapons
  • Ground Attack: None
  • Air Attack: None

Upgrade ONE Spire when you can to unlock the powerful Guardian and the almost-powerful Devouerer.

Ultalisk Cavern
  • HP: 600
  • Cost: 150 Minerals, 200 Gas
  • Armor: 1
  • Time to build: 1 minute 20 seconds/80 seconds
  • Evolution: None
  • Use: Allows you to spawn Ultralisks
  • Ability: Improve your Ultralisks
  • Ground Attack: None
  • Air Attack: None

The Ultralisk Cavern allows you to spawn the powerful Ultralisks. You do not need more than one of these, there are just too expensive. I do not recommend using Ultralisks, anyway. More info. on these mammoths later.

Nydus Canal
  • HP: 250
  • Cost: 150 Minerals
  • Armor: 1
  • Time to build: 40 seconds
  • Evolution: None
  • Use: Allows you to teleport from one Canal to another.
  • Ability: None
  • Ground Attack: None
  • Air Attack: None

for this to function properly, you will need to build two of these. When you are playing against fellow Zerg players, you may build on thier Creep, making the Nydus Canal easier to use.

Defiler Mound
  • HP: 850
  • Cost: 100 Minerals, 100 Gas
  • Armor: 1
  • Time to build: 1 minute/60 seconds
  • Evolution: None
  • Use: Allows you to spawn Defilers
  • Ability: Evolve Defiler abilities such as Dark Swarm and Plague.
  • Ground Attack: None
  • Air Attack: None

Nothing special about this building, it just gives access to the Defiler.

Zerg Units
Drone
  • HP: 40
  • Cost: 50 Minerals
  • Armor: 0
  • Supply Consumed: 1
  • Ground Attack: 5 (Spines)
  • Air Attack: None
  • Building(s) Required: None
  • Upgrades: Armor (Maximum of 3)

You cannot upgrade a Drone's Attack, but you can its Armor. You can upgrade its Carapace at the Evolution Chamber. Each Armor upgrade will add 1 to the Drone's Armor.

The Drone is the peon of the Hive, you will need several of them. You use the Drone's to mutate into the buildings you want. The catch — you lose your Drone, as it has to form itself into the, say, Hatchery.

Zergling
  • HP: 35
  • Armor: 0
  • Supply Consumed: 1/2
  • Ground Attack: 5 (Claws)
  • Air Attack: None
  • Building(s) Required: Spawning Pool
  • Upgrades: Armor + Attack (Maximum of 3), Speed Upgrade, Attack rate upgrade (roughly twice as fast)

The Zergling is relatively weak, one Sieged-tank can wipe out a whole lot of them with one shot. The greatest advantage of the Zergling is, they consume only 1/2 Food, you can build up to 400 of them.

If you see anyone who really enjoys using Dragoons, or other units that deal Explosive damage, the Zergling with Attack rate upgrade will mope them up pretty easily.

Hyrdalisk
  • HP: 80
  • Cost: 75 Minerals, 25 Gas
  • Armor: 0
  • Supply Consumed: 1
  • Ground Attack: 10 (Needle Spines)
  • Air Attack: 10 (Needle Spines)
  • Building(s) Required: Spawning Pool, Hyrdalisk Den
  • Upgrades: Speed Upgrade - Attack range upgrade

You can upgrade your Speed and Attack Range at the Hydralisk Den, if you are going to attack with these fellas, those two upgrades are a must. You can also improve their Attack and Armor at the Evolution Chamber, each level the attack and armor will go up by 1.

The Hyrdalisks are the most formidable attackers for the Zerg, they can attack both air and ground, they are cheap and fast to build, and they kick butt. The Hyrdalisks can stand up to even the powerful Carrier, which is farther up in the tech tree.

The Hyrdalisks can stand up to the power of a Carrier. A Hyrdalisk under DARK SWARM (a Defiler ability) is untouched by ranged-attacks, meaning other Hyrdalisks cannot touch you, either.If you encouter anyone who uses mass Carriers, counter with your very beloved Defilers and Hyrdalisks.

Ultralisk
  • HP: 400
  • Cost: 200 Minerals, 200 Gas
  • Armor: 1
  • Supply Consumed: 4
  • Ground Attack: 20 (Kaiser Blades)
  • Air Attack: None
  • Building(s) Required: Lair, Queen's Nest, Hive, Ultralisk Cavern
  • Upgrades: Speed Upgrade

You can upgrade its speed, and two other things. You can also upgrade its attack and armor, both at the Evolution Chamber. By each upgrade, your attack and armor goes up by one point. That gives you a maximum of 4 Armor (1+3), and 23 Attack (20+3).

I may be wrong about its vital statistics, please correct me via e-mail. Well, the Ultralisk is the most expensive unit for the Zerg, and it may or may not be worth it. First off, they have the most HP out of all the Zerg Attackers, so that's a huge bonus to tear down the opponent's defenses like Photons. Usaully, I send in the Ultralisk to draw attention away from my other attackers.

These guys are very expensive, and they can not respond to air fire, and also another downfall: a Stim-Packed Marine can get at least six shots in before the Ultralisk makes a dispose of it. And of course, the Marines are a lot less expensive and faster to build.

Summing this up, the Ultralisk is the most thick-skinned unit in the game, and it can draw fire away from your Hyrdalisks and such attackers. I rarely use these guys, and I recommend the same for you.

Defiler
  • HP: 80
  • Cost: 50 Minerals, 150 Gas
  • Armor: 1
  • Supply Consumed: 1
  • Ground Attack: None
  • Air Attack: None
  • Building(s) Required: Lair, Queen's Nest, Hive, Defiler Mound
  • Upgrades: Dark Swarm - Plague
  • Special Abilities: Dark Swarm, Plague

The Defiler has no normal attack, but it has two awesome abilities. You can upgrade its Carapace at the Evolution Chamber and by each upgrade, the Armor goes up by one, giving you the maximum Armor of 4 (1+3).

As mentioned above, the Defiler can not attack anyone, but it has two special abilities: Dark Swarm and Plague, both evolved at the Defiler Mound.

The Dark Swarm: You can use this little doozy to protect your units from ranged attacks for 1 minute, or 60 seconds. A ranged attack is an attack where the opposing unit has to fire at you from a distance. This is a good idea when going up against Dragoon and the like, as they require shooting. Use this on your Hyrdalisks to get the most out of them.

The Plague: You can ruduce a unit is HP to 1 by Plaguing them. Each second will roughly subtract 3 HP from them. You should use this on an opponent's important unit, like an Arbiter or a Carrier.

When going to assault a base, it is a good idea to keep your Defiler in the back lines. If you see that the battle is not going your way, try to Plague a couple of units in the front lines of your opponent's army. If even that does not work, Dark Swarm the base and move your guys into the cloud.

Defiler can usaully turn the tide of a battle with one cloud to destroy your opponent's vision. Remember, Defilers have special abilities.

Broodling
  • HP: 30
  • Cost: Use Queen to Spawn an opposing unit
  • Armor: 0
  • Supply Consumed: 1
  • Ground Attack: 5 (Toxic Spores)
  • Air Attack: None
  • Building(s) Required: All the Queen's buildings
  • Upgrades: Attack and Carapace

The Broodling's starting attack is 5, and the armor 0. You can upgrade them both at an Evolution Chamber (Melee and Carapace).

To get the Broodling, you must reserach the Spawn Broodling ability for your Queen. Then, you must use your Queen and Spawn an opposing unit. Once you have done that, the unit will turn into a Broodling, and it will work for the Hive.

This will help you out a lot when you are planning to take out your opponent for good. What's better than turning the opponent's defenses against themselves? When you go to strike the opposing base, use your Queen to spawn various units that are focused on attacking your other units. Once you have done that, send the Broodlings after the building.

it is best to turn ground-to-ground units to Broodlings, as they cannot do anything to stop the Queen.

Infested Terran
  • HP: 60
  • Cost: 100 Minerals, 50 Gas
  • Armor: 0
  • Supply Consumed: 1
  • Ground Attack: 500 (Suicide)
  • Air Attack: None
  • Building(s) Required: Infested Command Center
  • Upgrades: None

To get this fancy face fellow, you must send your Queen to Infest a Command Center when it is in its RED stage, or badly burning. Pulling this off may be a little difficult, but if you manage to do this it'll give you a great advantage.

Aerial Units
Mutalisk
  • HP: 120
  • Cost: 100 Minerals, 100 Gas
  • Armor: 0
  • Supply Consumed: 1
  • Ground Attack: 9 (Glurve Worm)
  • Air Attack: 9 (Glurve Worm)
  • Building(s) Required: Lair, Spire
  • Upgrades: Attack and Armor

The Mutalisk is the basic air unit, it is also the baby stage of the Guardian and Devourer Aspects. Anyway, its starting Armor is 0, and Attack 6, you can upgrade both of them at the Spire or Greater Spire, making the maximum Armor 3 (0+3), and Attack 12 (9+3).

The Mutalisk and the Hyrdalisk are the only units for the Zerg that is blessed with the ability to attack both air and ground. The Mutalisk is the fastest unit fo the Zerg, so take advantage of that. Use it to scout for bases, use it for hit-and-run attacks on the slower units like Dragoons, do a lot of things with them.

You should team up the Mutalisk with the Guardian and Devourer aspects, as chances are the enemy will send some sort of air-assault unit at your Guaridans and Devourer Aspects. But, if you manage to Spore that opposing unit, the Mutalisk can hurt them pretty badly.

Scourge
  • HP: 25
  • Cost: 25 Minerals, 75 Gas
  • Armor: 0
  • Supply Consumed: 1/2
  • Ground Attack: 125 (Suicide)
  • Air Attack: None
  • Building(s) Required: Lair, Spire
  • Upgrades: Attack and Armor
  • Special Abilities: None

You can upgrade the Armor at the Spire, making the maximum Armor 3 (0+3)

The Scourge is not built for taking fire from other units, because it only has 25 HP, remember this. Another interesting thing about this is the supply it consumes, it only takes 1/2 food to make this, meaning you can spawn six in three eggs, twelve on six eggs, twenty-four on twelve eggs, etc, etc. To me, that is the greatest advantage of the Scourge, it is cheap, fast to build, and you can take out a lot of air units high up in the tech tree such as Valkyries, Battlecruisers, and Carriers with a couple.

Scourges should never be sent in alone to attack the air units of a base. A Spore Colony takes it out with two shots, a Photon with two shots, and a Missle Turret also two shots. Use this little scrapper effectively send in some Zerglings and Hyrdalisks through the choke point to distract the forces, then send in some Scourges as well. If you are facing Zerg, go and target the Overlords with these, using two per Ovie; if Protoss, target an expensive unit like Scouts or Carriers; against Terran, go after the Battlecruisers or Science Vessels. Also, try to use your ground force on the units you are targeting with your Scourges.

Guardian
  • HP: 150
  • Cost: 50 Minerals, 100 Gas; Evolve from Mutalisk
  • Armor: 2
  • Supply Consumed: 2
  • Ground Attack: 20 (Acid Spore)
  • Air Attack: None
  • Building(s) Required: Lair, Queen's Nest, Hive, Spire, Greater Spire
  • Upgrades: Attack and Armor
  • Special Abilities: None

The Guardian starts off with 2 Armor, which is a huge bonus for any unit, and its attack is 20. You can upgrade both of these at a Spire or Greater Spire, making the maximum armor 5 (2+3), and attack 23 (20+3).

The Guardian has the longest range in the game, weighing in a 12 matrixes. However, it cannot fly very fast; its speed is only greater than the lowly un-upgraded Overlord. Use this Guardian to assault just about any ground unit in the game, the only ground unit that really stands a chance against the Guardian is the Terran Goliath.

You can use the Guardian for quite a couple of things: protecting your base against ground units; attacking ground units, pick off building defenses, or the "Guardian Strike."

Devourer
  • HP: 160
  • Cost: 100 Minerals, 50 Gas; Evolve from Mutalisk
  • Armor: 2
  • Supply Consumed: 2
  • Ground Attack: None
  • Air Attack: 25 (Acid)
  • Building(s) Required: Lair, Queen's Nest, Hive, Spire, Greater Spire
  • Upgrades: Attack and Armor
  • Special Abilities: None

You can upgrade its attack and armor at the Spire or Greater Spire.

The basic anti-air unit for the Zerg. This nice little unit should never be left alone in a battle to the death. If you manage to Spore an enemy air unit, and then send in the Mutalisk to take shots at it, you will bring it down pretty quickly.

Here is another weapon to counter the higher tech units (although the Devourer is pretty high in its own right), Carriers and Battlecruisers. However, Devourers alone do not do the job, so combine them with Hyrdalisks and Mutalisks.

Once you manage to Spore an air unit, you will lower the level of its armor, making shots hurt more. So, send in the Mutalisks and Hyrdalisks once you have spored an opposing unit.

Protoss, Races

Protoss Units

PLEASE NOTE: A unit with a * after its name means it is for Expansion only.

Perhaps the most high-tech of the three races. The unit costs are the most expensive of the three, and the food costs are also very high. The Probe is the only 1 Supply cost unit. When playing toss, you have to play for power.

Zealot
  • Cost: 100 minerals
  • Supply: 2

The Zealot is produced at the Gateway. It is the most powerful first unit in the game. With the high HP of 160 it can take a big beating before it goes down. A good teammate for the Zealot is the Dragoon. Zeal/Goon can take just about any threat the opponent throws at you, with the exception of mass carriers.

Dragoon
  • Cost: 125 minerals, 75 Gas
  • Supply: 2

The Dragoon, perhaps the most versitile unit for the Protoss. Dishing out 20 damage** for both air and ground is its greatest weapon. With the range upgraded, it is a more than deadly weapon. Dragoons, however, will fall to the smaller units.

** Damage pending on unit size; damage is halved against small units like the Zergling.

High Templar
  • Cost: 50 minerals, 125 gas
  • Supply: 2

The High Templar has no attack, but that is replaced by two awesome abilities like the Psi Storm and Hallucination, both researched at the Templar Archives. Let's go over the two abilities. Psi Storm will do 124 damage to any unit that is in the storm for the total time. It will cost 75 energy to cast. Hallucination, on the other hand, creates a two copies of a selected unit. This will cost 125 energy to cast.

Dark Templar*
  • Cost: 125 minerals, 100 gas
  • Supply: 2

The Dark Templar is cloaked permanetley, a great advantage. It also does 40 damage to its opponent. It can only attack ground units, though. The Dark Templar with sair owns Zerg early game, so if you can get some fast DTs, you will be able to destroy the opposition.

Archon
  • Cost: Fuse two High Templars
  • Supply: 4

The Archon deals 30 damage to both ground and air. It could be a good idea to team up a couple of Archons with your Zeal/Goon combo at times, not against Terran, though. As the Terran has the Science Vessel's EMP Shockwave ability, destroying all shields and energy; seeing that the Archon has 300 shields and only 10 HP, it'll hurt you pretty badly. Knowing this, though, having a team of Archons with a Shield Battery nearby is a great way to defend your base; once you go low on HP, use the Shield Battery to regenerate it.

Dark Archon*
  • Cost: Fuse two Dark Templars
  • Supply: 4

The Dark Archon has no attack. But it does have three abilites: Mind Control, Feedback and Maelstorm. Just the sound of Mind Control might make it sound very interesting, but in order to have it work effectively you will have to get serveral DAs. I personally find Maelstorm or Feedback the more useful abilities. Maelstorm stops units in their tracks for sometime, and Feedback deals damage to units equal to their energy.

Reaver
  • Cost: 200 minerals 100 gas
  • Supply: 4

Probably another useful unit against Zerg. The Zerg realistically has no counter to them, save the Guardian. The Mutalisk can make a dispose of it too, but not before it does a decent amount of damage to you. A great unit for just about any situation.

Air Units
Corsair
  • Cost: 125 Minerals, 100 Gas
  • Supply: 2

One of the best air-to-air unit in the game. To fight other air units, you will have to use them in somewhat large groups to really take advantage of the splash damage. The Corsair/Dark Templar combo is the ideal way to beat early Zerg. With an even average micro, a matter of 6 Corsairs and about 4 Dark Templars will be enough to bring down the entire Zerg, if you play it correctly.

For example, first, you send in the Dark Templars to begin the rape on some units without the watchful eye of the Overlord. Once the enemy realizes that you have some DTs at his/her base, he sends in an [some] ovie(s) to spot it. This is when you send in the sairs. Have all of them attack the ovie at the front, and move on from there. With any luck, you will deal enough splash damage to the other ovies so you can bring them down quickly.

It is important that you go after the Evolution Chamber(s) RIGHT away. By destroying these, the Zerg will not be able to build any spore colonies for detection or to fight off your sairs.

It also has a special ability, Disruption Web. Use this to stop ground units and buildings from attacking. It is not as useful against units, since they can just move out of the web, but against defense buildings like bunkers or photon canons, it absolutely owns.

Scout
  • Cost: 275 minerals, 125 Gas Supply: 3

A mediocre unit, and you should always choose the Corsair over this, since you are probably going to create this to counter air, anyway. Its ground attack is pretty much useless, even against the likes of a Zealot; as the Zealot can bring down a lot of your buildings before your Scout could defeat it.

Arbiter
  • Cost: 250 minerals, 350 gas Supply: 4

A somewhat reliable unit. It is equipped with an attack of 10, but you are probably not going to use this to attack anyway. The arbiter also has three special abilites: Recall, an ability that lets you teleport a small group of units to where your Arbiter is; Statis Field: a move that basically takes the unit or units out of the game for a period of time. And the last one: the Arbiter can cloak units a certain distance from it.

Carrier
  • Cost: 350 minerals, 250 gas Supply: 6

The Carrier, perhaps the most powerful unit in the game in a large group. Make sure you upgrade the capacity to get the most out of this baby. Each Carrier can 'carry' up to 8 interceptors when fully upgraded, and each of them will deal 8 damage each. The little joke about MaSS CaRRieRs = iNsTaNt WiN is all a joke, if the enemy has enough patience and sdefeat he will be able to bring down a mass of carriers.

Protoss Buildings
Protoss Nexus
  • Cost: 400 minerals

Your main building to produce Probes, a worker. Usually one if enough in regular maps, but on money maps you should always build 3 extra ones to pump out the workers even faster.

Protoss Gateway
  • Cost: 150 minerals

Where all your ground units come out. On nomral maps, you should build around 4 of them in your main base. On money maps, build lots and lots of them so you can rebuild when you have to.

Protoss Forge

You should always have three of these so you can upgrade faster. Upgrading could usually mean a difference between a win or a loss. It also alongs you to tech up to Photon Canon, a defensive structure.

Protoss Photon Canon
  • Cost: 150 minerals

You should build these at your money area, but besides that, these are sometimes useless. It can fend off the early units like Zerglings, Zealots, Marines and Firebats rather easily, so build these in the early game.

Protoss Shield Battery
  • Cost: 200 minerals

This little baby will recharge your unit is shields. It can serve as a defensive purpose or an offesnive weapon, it is all up to.

Protoss Cybernectics Core
  • Cost: 200 minerals

The tech building of the Protoss. This also allows you to upgrade air weapons, armor, and to build Dragoons.

Protoss Robotics Facility
  • Cost: 200 minerals, 100 gas

This allows you to build the Robotic's Support Facility, and Observatory. You can pump Reavers, Shuttles, and Observers out of this, so you should build around 2 or 3 or so if you are low on money, and again, build lots of them on money maps.

Protoss Stargate
  • Cost: 150 minerals, 150 gas

The building that allows you to build air units. Also opens up tech for Arbiter Tribunal and Fleet Beacon.

Protoss Fleet Beacon
  • Cost: 200 minerals, 100 gas

Where you upgrade all of your air unit abilities. Also opens up the Carrier to build at the Stargate.

Protoss Citadel of Adun
  • Cost: 150 minerals, 100 gas

Where you can upgrade the Leg Enchancements for the Zealot and techs to the Templar Archives.

Protoss Templar Archives
  • Cost: 50 minerals, 150 gas

Allows you to build the powerful Templars, both Dark and High. Build this fast if you want to do a DT rush.

Protoss Arbiter Tribunal
  • Cost: 100 minerals, 100 gas

Build Arbiters and research all of its abilites.

Terran, Races

Terran Units
Scv
  • Cost: 50 minerals
  • Supply: 1

The strongest worker in the game. Use it to mine minerals, harvest gas, or construct buildings. When the going gets tough, though, do not be afraid to break out the SCVs and attack.

Marine
  • Cost: 50 minerals
  • Supply: 1

A great start unit. They are cheap. Pump out many of these early, and this is the only way to make them effective. A single Marine can not do any damage at all, so you should use them in groups of 8 or more. Combine them with some Medics and you got a good early game unit.

Firebat
  • Cost: 25 minerals, 50 gas
  • Supply: 1

A close range unit. This will own Zerglings and Zealots, but you will have to use them in relitively large groups or with Marine back up. Either way, it is an OK unit to have early.

Medic
  • Cost: 20 minerals, 40 gas
  • Supply: 1

The unit that can heal any biological unit, even your opponents. Remember that, my son.

Vulture
  • Cost: 75 minerals
  • Supply: 2

The Vulture is really one of the better units in the game. Take it from me, I'm a money map player, and I like to use this. Most M&M players believe this is a rather useless unit, but really, it is not. Dealing 20 damage to the small units like Zealot, Zergling, Marine, Firebat, and Medic, you should get this early. One vulture with good micro and repair is enough to fight off 6 Zerglings. It is also the fastest unit in the game when upgraded, so you can use this to harass the workers.

Siege Tank
  • Cost: 150 minerals, 100 gas
  • Supply: 2

The Siege Tank is another one of the better units in the game. When you have researched the Siege ability, use it and the Tank will deal 70 damage to the larger units; 35 to the smaller ones. The problem is, most players like to use the Siege Tank to defend themselves, and do not use them to attack. Well, I believe this is wrong. "Get your tanks out there and defeat something!" - Alexis, guy who wrote the Terran guide.

Goliath
  • Cost: 75 minerals, 25 gas
  • Supply: 2

Perhaps the best anti-air unit in the game when fully upgraded and with the Charcon Boosters. When it is, it will deal 32 damage with a range that matches the Zerg Guardian. Use it in team with the Siege Tank, to form the infamous Metal combo.

Wraith
  • Cost: 100 minerals, 75 gas
  • Supply: 2

The Wraith is the Terran's go-to air unit (in my opinion), you can team this up with Metal to have it work even better. With the additional Cloak ability, you could cloak these babies and then strike the money area. Remember to escape when the reinforcements come in.

Valkyrie**
  • Cost: 100 minerals, 200 gas
  • Supply: 2

Only available in Expansion. Also, a little too expensive IMO. You might want just stick to the Wraith.

Science Vessel
  • Cost: 100 minerals, 250 gas
  • Supply: 2

Another gas heavy unit. It might be worth it this time, though, because it is armed with 3 awesome abilites and with detect. You should build as many as you see fit, but do not go over 2 or 3 on normal maps. On money maps, however, build as many as you darn well want.

BattleCruiser
  • Cost: 350 minerals, 250 gas
  • Supply: 6

The strongest (in terms of stats) of the Terran. It can be rather vulnerable when left alone, so you should have Valkyrie or Wraith back up for them. Yamato Gun is good to take out the heavy units like Carriers or defensive structures you want to get rid of.

Terran Buildings
Terran Command Center
  • Cost: 400 minerals

The command base of the Terran. Where you build your SCVS. One is usually enough on normal maps, but 3 or 4 extra ones are necessary on money.

Terran Barracks
  • Cost: 150 minerals

Build this quickly and immediately start pumping out Marines.

Terran Supply Depot
  • Cost: 100 minerals

Gives you an aditional 8 supply. You can also use them to block your choke point to tech easily.

Terran Academy
  • Cost: 150 minerals

Build firebats and Medics at the Barracks. Also many upgrades available.

Terran Bunker
  • Cost: 100 minerals

Build this and throw in 4 marines. Your four marines will have be immune while they are in there — the bunker, however, is not. So, you should have some repair guys if you are fending off an early rush.

Terran Factory
  • Cost: 200 minerals, 100 gas

Lets you build the mechanical units. Also opens up the "Advanced Structures."

Terran Starport
  • Cost: 200 minerals, 150 gas

Build air units here. Techs you even more.

Terran Science Facility
  • Cost: 50 minerals, 150 gas

Opens up the Science Vessel for you to build. You also have two choices for the add-on, you can use the Covert Ops, which will allow you to build Ghosts and arm the Command Center with a nuclear silo; or you could get the Physics Lab, which will open up the BATTLECRUISER for you to build.

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