__________                             .___
\______   \_______   ____    ____    __| _/__  _  _______   _______
|    |  _/\_  __ \ /  _ \  /  _ \  / __ | \ \/ \/ /\__  \  \_  __ \
|    |   \ |  | \/(  <_> )(  <_> )/ /_/ |  \     /  / __ \_ |  | \/
|______  / |__|    \____/  \____/ \____ |   \/\_/  (____  / |__|
       \/                              \/               \/

by Joseph Christopher <[email protected]>
version 1.5
Apr. 30, 2000

this faq is copyright 2000-2001 Joseph Christopher

NOTE: UNTIL THIS FAQ IS COMPLETED, THOUGH I'D STILL ANSWER ALL MY MAIL,
     PLEASE REFRAIN FROM ASKING ME ANYTHING AT ALL ABOUT THE GAME SINCE
     MOST LIKELY I'LL COVER THEM IN MY FAQ ANYWAY. BUT PLEASE, BY ALL
     MEANS, START SENDING YOUR FAVORITE STARCRAFT (AND BROODWAR) STRATEGIES
     AT MY EMAIL ADDRESS, NOW!!! ^_^

2ND NOTE: THIS FAQ WILL BE 95% IDENTICAL TO MY STRACRAFT FAQ AS OF NOW,
         BUT DON'T WORRY, AFTER I FINISH WITH THE FORMER, I ASSURE
         YOU THAT ALL SECTIONS WITHIN THIS FAQ WILL HAVE SOMETHING NEW
         TO THEM, SOME SECTIONS WILL BE ENTIRELY RE-WRITTEN, AND LOTS
         AND LOTS OF NEW BROODWAR-ONLY STRATEGIES WILL BE ADDED.

I didn't believe there will come a time when I'll have to write something
like this just to remind some people of what they all should be knowing
by heart :( Anyway, here goes...

By gaining access to this faq you agree to the following terms:

___________________________________________________________________________________
===================================================================================
||                                                                               ||
||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
||     liable for any harm that anybody thinks came from reading this faq.       ||
||     Examples of this harm include physical ones, such as getting mauled       ||
||     by someone who lost to you via a technique found in this faq, and         ||
||     emotional ones, such as experiencing humiliation upon the use or          ||
||     most likely misuse of yet another technique found in this faq.            ||
||                                                                               ||
||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
||     out of ten chances are it is not in its latest update. You must           ||
||     therefore read the latest version of this faq first at the said web       ||
||     site before sending in any comments, suggestions, and/or corrections.     ||
||     As for webmasters, web page contibutors, and all similar personnel,       ||
||     posting this faq on any other website requires every last sentence,       ||
||     phrase, word, and character contained within this file included and       ||
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||     preferable, though not required.                                          ||
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||  3) This faq is not to be profited from---directly, indirectly, or in         ||
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||     equal to, or greater than a cent's worth in cash, items, or services      ||
||     in exchange for part of or all the contents of this faq. On the           ||
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||                                                                               ||
||  4) You will not use even a single phrase, sentence, or concept found         ||
||     anywhere in this faq on your own work, even if you expressed it in        ||
||     your own words, without at the very least giving me, Joseph Christopher,  ||
||     the author of this faq, full credit for it. If you in any way             ||
||     incorporated even a very minute part of the strategies found in this      ||
||     faq with your own in your work, then you must at the very least give      ||
||     me partial credit for it.                                                 ||
||                                                                               ||
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||     unlawful is done to this faq and/or to me, its author, the appropriate    ||
||     legal actions will be taken. If at any point you disagree to this         ||
||     or any of the above statements, delete this faq immediately and discard   ||
||     any help it has done for you.                                             ||
||                                                                               ||
===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

* This society does not care if you're the dumbest vegetable on earth,
 if you do something wrong, someone will make you pay the price! ;)

* Starcraft has been out for a long time now. But since all that's out
 are expansions to this great game and since almost everybody already
 knows how to play against human opponents, I've decided to write this
 faq which, quite uncommonly, would also be dealing with the game's campaign
 mode. Of course, I'd still be including all sorts of unit stats and some
 multiplayer strategies for those who are interested, but I really hope
 all you beginners out there and especially those who find the game's
 mission schemes and the stories that come with them highly entertaining
 would find this faq quite informative.


Why read this guide:
   I. Commands
  II. Basic Concept
 III. The Buildings
  IV. The Units
   V. The Tech Tree
  VI. Protoss Campaign Mode \
 VII. Terran Campaign Mode   \
VIII. Zerg Campaign Mode      > all coming very soon =)
  IX. Epilogue               /
   X. Additional Campaigns  /
  XI. Multiplayer Strategies
 XII. Rushes
XIII. Combos
 XIV. Teamwork
  XV. Suggestions
 XVI. Misc. FAQ
XVII. Credits
XVIII. Revision History
 XIX. Final Words
  XX. Game Alterations \
 XXI. Stellar Forces    \
XXII. Insurrection       > all coming not so very soon =p
XXIII. Retribution       /
XXIV. Gundam Century   /

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____       ___  _____  __  __  __  __    __    _  _  ____   ___
(_  _)     / __)(  _  )(  \/  )(  \/  )  /__\  ( \( )(  _ \ / __)
_)(_     ( (__  )(_)(  )    (  )    (  /(__)\  )  (  )(_) )\__ \
(____)()   \___)(_____)(_/\/\_)(_/\/\_)(__)(__)(_)\_)(____/ (___/


       Simply put, Starcraft is a point-and-click game. Click on units
and you'd be calling their attention. After which you can right-click on
any spot or fellow unit to issue an automatic command or you may choose
from the commands menu in the lower right hand corner of the screen. Seeing
a highlighted letter in a command name simply means you may press that
letter instead of clicking its icon to quickly issue the corresponding
command. Seeing your pointer change its shape means you can click on that
very spot and some info or command would be presented to you.

       You can also click anywhere on the screen and drag to any other
point to creat a square all the selectable units within which would be
automatically selected as a group when you let go. This feature is extremely
useful for issuing a group command like attacking the same base, harvesting
from the same patch of minerals, etc.

       For unit selection, hitting ctrl+left click on any unit would enable
you to automatically select all the units of that type on the screen. This
is quite useful to save you the bother of locating each unit of a certain
type in a crowded area. Be reminded, though, that you only have a maximum
of twelve units to select at a time, so you'll only get twelve even if
there are a hundred of the same type on your screen. If, however, you've
selected less than twelve, you can hold the shift key and click on other
units to select them as well.

       For unit grouping, hitting ctrl+number while a number of units
are selected will enable you to access the same group of units even if
you forgot where they are by hitting the number you used. This is extremely
useful for grouping your men into armies and launching a full scale attack.
On the other hand, holding down the shift key while a group of units is
selected readies them for multiple tasks. Just right click on every place
you'd like them to go to or on every opponent you'd like them to attack
and they'll perform each task in the order you clicked.

       As for the hot keys, here's a list:

* For the basic structures, these hot keys apply to their respective
     workers after hitting b
* For the advanced structures, these hot keys apply to their respective
     workers after hitting v
* For the units, these hot keys apply to their respective buildings
* For all the other commands, these hot keys apply to their respective
     units and buildings
* All info on which unit/building does what will be discussed later on

Terran  - basic     : C - Command Center
                     S - Supply Depot
                     R - Refinery
                     B - Barracks
                     E - Engineering Bay
                     T - Missile Turret
                     A - Academy
                     U - Bunker

       - advanced  : F - Factory
                     S - Starport
                     I - Science Facility
                     A - Armory

       - addons    : C - ComSat Station
                     N - Nuclear Silo
                     C - Machine Shop
                     C - Covert Ops
                     P - Physics Lab

       - upgrades  : W - Infantry Weapons
                     A - Infantry Armor
                     U - U-238 Shells
                     T - Stim Packs
                     R - Restoration
                     F - Optic Flare
                     D - Caduceus Reactor
                     W - Vehicle Weapons
                     P - Vehicle Plating
                     S - Ship Weapons
                     H - Ship Plating
                     C - Cloaking Field
                     A - Apollo Reactor
                     I - Ion Thrusters
                     M - Spider Mines
                     S - Siege Tech
                     C - Charon Boosters
                     E - EMP Shockwave
                     I - Irradiate
                     T - Titan Reactor
                     L - Lockdown
                     O - Ocular Implants
                     M - Moebius Reactor
                     C - Personel Cloaking
                     Y - Yamato Gun
                     C - Colossus Reactor

       - units     : S - SCV
                     M - Marine
                     F - Firebat
                     C - Medic
                     G - Ghost
                     V - Vulture
                     T - Siege Tank
                     G - Goliath
                     W - Wraith
                     D - Dropship
                     V - Science Vessel
                     B - Battlecruiser
                     Y - Valkyrie

       - specials  : R - Repair
                     L - Liftoff
                     S - Scanner Sweep
                     T - Stim Pack
                     A - Heal
                     R - Restoration
                     F - Optic Flare
                     Y - Yamato Gun
                     L - Lockdown
                     C - Cloaking
                     D - Defensive Matrix
                     I - Irradiate
                     E - EMP Shockwave
                     L - Load
                     U - Unload
                     O - Siege/Tank Mode
                     I - Spider Mines
                     N - Nuclear Strike
                     N - Arm Nuclear Silo


Zerg    - basic     : H - Hatchery
                     C - Creep Colony
                     E - Extractor
                     S - Spawning Pool
                     V - Evolution Chamber
                     D - Hydralisk Den

       - advanced  : S - Spire
                     Q - Queen's Nest
                     N - Nydus Canal
                     U - Ultralisk Cavern
                     D - Defiler Mound

       - upgrades  : H - Hive
                     B - Burrow
                     V - Ventral Sacs
                     A - Antennae
                     P - Pneumatized Carapace
                     M - Metabolic Boost
                     A - Adrenal Glands
                     M - Muscular Augments
                     G - Grooved Spines
                     L - Lurker Aspect
                     A - Flyer Attacks
                     C - Flyer Carapace
                     G - Greater Spire
                     B - Spawned Broodling
                     E - Ensnare
                     G - Gemete Meiosis
                     G - Plague
                     C - Consume
                     M - Metasynaptic Node
                     A - Anabolic Synthesis
                     C - Chitinous Plating

       - units     : D - Drone
                     Z - Zergling
                     O - Overlord
                     H - Hydralisk
                     M - Mutalisk
                     S - Scourge
                     Q - Queen
                     U - Ultralisk
                     F - Defiler

       - specials  : S - Select Larva
                     R - Parasite
                     B - Spawn Broodling
                     E - Ensnare
                     I - Infest Command Center
                     W - Dark Swarm
                     G - Plague
                     C - Consume
                     L - Load
                     U - Unload
                     G - Guardian Aspect
                     D - Devourer Aspect
                     L - Morph to Lurker


Protoss - basic     : N - Nexus
                     P - Pylon
                     A - Assimilator
                     G - Gateway
                     F - Forge
                     C - Photon Cannon
                     Y - Cybernetics Core
                     B - Shield Battery

       - advanced  : R - Robotics Facility
                     S - Stargate
                     C - Citadel of Adun
                     B - Robotics Support Bay
                     F - Fleet Beacon
                     T - Templar Archives
                     O - Observatory
                     A - Arbiter Tribunal

       - upgrades  : W - Ground Weapons
                     A - Ground Armor
                     S - Plasma Shields
                     W - Air Weapons
                     A - Air Armor
                     S - Singularity Charge
                     L - Leg Enchancements
                     S - Scarab Damage
                     C - Reaver Capacity
                     G - Gravitic Drive
                     P - Psionic Storm
                     H - Hallucination
                     K - Khaydarin Amulet
                     M - Mind Control
                     E - Maelstrom
                     T - Argus Talisman
                     A - Apial Sensors
                     G - Gravitic Thrusters
                     C - Carrier Capacity
                     D - Disruption Web
                     J - Argus Jewel
                     G - Gravitic Booster
                     S - Sensor Array
                     R - Recall
                     S - Stasis Field
                     K - Khaydarin Core

       - units     : P - Probe
                     Z - Zealot
                     D - Dragoon
                     T - High Templar
                     K - Dark Templar
                     S - Shuttle
                     V - Reaver
                     O - Observer
                     S - Scout
                     C - Carrier
                     A - Arbiter
                     O - Corsair

       - specials  : T - Psionic Storm
                     L - Hallucination
                     R - Recall
                     T - Stasis Field
                     D - Disruption Web
                     F - Feedback
                     C - Mind Control
                     E - Maelstrom
                     L - Load
                     U - Unload
                     R - Recharge Shields
                     I - Interceptors
                     R - Scarabs

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____      ____    __    ___  ____   ___
(_  _)(_  _)    (  _ \  /__\  / __)(_  _) / __)
_)(_  _)(_      ) _ < /(__)\ \__ \ _)(_ ( (__
(____)(____)()  (____/(__)(__)(___/(____) \___)
                 ___  _____  _  _   ___  ____  ____  ____
                / __)(  _  )( \( ) / __)( ___)(  _ \(_  _)
               ( (__  )(_)(  )  ( ( (__  )__)  )___/  )(
                \___)(_____)(_)\_) \___)(____)(__)   (__)


       The first thing you have to do is gather resources. This is possible
via your gathering units (SCV for the Terrans, Drone for the Zerg, and
Probe for the Protoss). Once you have enough minerals and vespene gas
(obtained by contructing the corresponding builing on a vespene geyser
and ordering your harvesters to gather from that building), you can construct
more buildings, summon more units, upgrade, etc. to suit the needs of what
you may think is the best way to deal with the present situation. Each
race's units also "eat up a certain number of supplies" depending on how
massive that unit is. In turn, each race also has a "supply provider"
that is required whenever you'd like to summon more units.

       However, in the campaign mode's case, you'll sometimes be situated
in missions wherein you lack the ability to acquire a certain unit, upgrade
a certain spell, etc. You may also very well be situated in missions that
don't even allow construction of buildings or gathering of resources to
complete. Adjust your actions according to these missions' objectives and
you're on your way to the next.

       As you'd probably know by now, there are three different races
in Starcraft to choose from: The Terrans, the Zerg, and the Protoss.
The Terrans are most likely what the beginners will choose, as they seem
to be the star of the show, not to mention having easy to remember unit
and building names. They are not to be underestimated, however, since
they are just as lethal as the other two races in the hands of an expert.
As predicted, these Terrans will make use of marines, tanks, jet fighters,
and of course, the James Bond types. The Zerg, on the other hand, are
your typical "Aliens"---gross, slimy, acidic, purely biological, mindless,
savage, and of course, totally unharmed by your everyday bullets. The
Zerg knows of no technology whatsoever, nor does it need any. Its buildings
are actually alive, and they incorporate the surrounding ground with an
organic purple substance called Creep. Each member of a Zerg army is
practically unaware of its own existence, as consciousness is only granted
upon the Cerebrates (what YOU are supposed to be when you control them)
and the almighty Overmind (you'll find out what that is in the campaign
mode). Lastly, as the Zerg may be compared to the alien species introduced
by the movie, "Aliens", the Protoss, in my honest opinion, can be compared
to "The Predator".  They are what the Zerg are not. Their bodies are thin,
weak, and fragile, but their minds are strong and capable of Psionic eminations.
Their cool psychic powers, coupled with a technology far more advanced
than ours today, provide all that they need to be at par with the other
two races. The Protoss rely heavily on teleportation technology in the
wars they fight, partly because they may use this technology strategically
in warfare, but mainly because, in an attempt to save much needed time,
they opt to have their war machines readily constructed on Aiur, their
homeland so all they have to do to is to teleport them on the battlefield
when needed. This makes their worker, the Probe, the best worker in the
game in terms of construction since it can summon multiple buildings all
at once, not like in the Terrans' case, wherein your SCV would be fully
occupied by the task at hand, or worse in the Zerg's case, where your
Drone would BECOME the building therefore making you one Drone short.

       Other little details on this game include:

1) Fog of War - You start out on a map knowing only the parts of it covered
               by the combined yet overlapping sight ranges of all your
               units. As you move your units towards unexplored areas,
               they (these areas) become visible on your map. However,
               if you leave these areas uninhabited by your own units,
               you can now only view a dimmed version of them. You will
               not see any of the opponents' units anymore nor will you
               be able to detect any activity. If there were buildings
               at the time you explored these areas with your units, you
               will still see them as they were AT THAT TIME, meaning
               you still cannot be certain if new buildings were constructed
               with them or if they no longer exist.

2) 200 Supply Limit - besides being limited to the number of "supply
                     providers" under your control, this rule states
                     that you cannot build over 200 supply's worth of
                     any unit or combination of units. This was probably
                     implemented by the games programmers to ensure no
                     slowdown during gameplay due to overcrowding of
                     units, especially for the Zerg, where units generally
                     consume less supplies.

3) Critters - they are the native animals of whatever planet you are waging
             war on. They are neutral units, meaning they would not
             attack anyone at all. They do, however, block your path
             at times thus you must be merciless and kill them all.
             And since they are neutral units, you can't just right click
             on them and expect your men to attack, rather you must
             left click on the attack button and lastly left click on
             the critters to select them as a target.

4) Robotic/Mechanical misuse or terms - whoops, I really messed up on the
                                       definition of these terms in
                                       previous versions of the faq.
                                       Anyway, besides the spells that
                                       affect both, either, or neither,
                                       you can determine the true nature
                                       of a unit by its portrait. If
                                       the portrait is most likely of
                                       the thing istelf, it is either
                                       biological or robotic, and if
                                       it is of the pilot, the unit is
                                       mechanical.

5) Rally Points - rally points are only available on unit-producing buildings,
                 and they are defined to be the area at which any unit
                 further produced should go after completion. For example,
                 you click on a building's rally point icon then click
                 again on the opponent's base. What happens is whenever
                 you produce a unit from that building he/she will automatically
                 proceed to the opponent's base.


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____  ____      ____  _   _  ____
(_  _)(_  _)(_  _)    (_  _)( )_( )( ___)
_)(_  _)(_  _)(_       )(   ) _ (  )__)
(____)(____)(____)()   (__) (_) (_)(____)
            ____  __  __  ____  __    ____   ____  _  _   ___  ___
           (  _ \(  )(  )(_  _)(  )  (  _ \ (_  _)( \( ) / __)/ __)
            ) _ < )(__)(  _)(_  )(__  )(_) ) _)(_  )  ( ( (_-.\__ \
           (____/(______)(____)(____)(____/ (____)(_)\_) \___/(___/


The charts below feature the different stats (cost, hit points, etc.) of
each building in the game. These charts are only for quick reference,
as I plan to add a full description of what each building does afterwards.
Another side note: All buildings are under the category of "large" (type 3)
unit size. (of course, what else....)

* All Zerg buildings except the Hatchery and its upgraded states(discussed
 later) must be built upon an organic purple substance called creep the
 area of which is increased via Creep Colonies. Protoss buildings, on
 the other hand, must be built within the energy fields produced by a
 Pylon. If at any time all the Pylons near any building is destroyed,
 that building will halt everything it is doing until a replacement is
 built. Terran buildings do not have any similar requirements though their
 buildings cannot be built upon Creep. Also, if Terran buildings are
 on low life, they'll burst into flames and, if not repaired by their
 workers in time, will blow up by themselves.

* Min obviously means Minerals, and Time is in seconds.
_________________________________________________________________________
Race____|_Name________|_Min_|_Gas_|_Time_|_Hit Points_|_Armor_|_Shields_|
Terran  | Command     | 400 |   0 |  120 |    1500    |   1   |    0    |
       | Center      |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Supply      | 100 |   0 |   40 |     500    |   1   |    0    |
       | Depot       |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Refinery    | 100 |   0 |   40 |     750    |   1   |    0    |
       |             |     |     |      |            |       |         |
       | Barracks    | 150 |   0 |   80 |    1000    |   1   |    0    |
       |             |     |     |      |            |       |         |
       | Academy     | 200 |   0 |   80 |     600    |   1   |    0    |
       |             |     |     |      |            |       |         |
       | Factory     | 200 | 100 |   80 |    1250    |   1   |    0    |
       |             |     |     |      |            |       |         |
       | Starport    | 150 | 100 |   70 |    1300    |   1   |    0    |
       |             |     |     |      |            |       |         |
       | Science     | 150 | 200 |   80 |     850    |   1   |    0    |
       | Facility    |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Engineering | 125 |   0 |   60 |     850    |   1   |    0    |
       | Bay         |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Armory      | 100 |  50 |   80 |     750    |   1   |    0    |
       |             |     |     |      |            |       |         |
       | Missile     | 100 |   0 |   30 |     200    |   0   |    0    |
       | Turret      |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Bunker      | 100 |   0 |   30 |     350    |   1   |    0    |
       |             |     |     |      |            |       |         |
       | Comsat      |  50 |  50 |   40 |     500    |   1   |    0    |
       | Station     |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Nuclear     | 100 | 100 |   80 |     600    |   1   |    0    |
       | Silo        |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Control     |  50 |  50 |   40 |     500    |   1   |    0    |
       | Tower       |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Covert Ops  |  50 |  50 |   40 |     750    |   1   |    0    |
       |             |     |     |      |            |       |         |
       | Physics Lab |  50 |  50 |   40 |     600    |   1   |    0    |
       |             |     |     |      |            |       |         |
       | Machine     |  50 |  50 |   40 |     750    |   1   |    0    |
       | Shop        |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
_________________________________________________________________________
Race____|_Name________|_Min_|_Gas_|_Time_|_Hit Points_|_Armor_|_Shields_|
Zerg    | Hatchery    | 300 |   0 |  120 |    1250    |   1   |    0    |
       |             |     |     |      |            |       |         |
       | Lair        | 150 | 100 |  100 |    1800    |   1   |    0    |
       |             |     |     |      |            |       |         |
       | Hive        | 200 | 150 |  120 |    2500    |   1   |    0    |
       |             |     |     |      |            |       |         |
       | Extractor   |  50 |   0 |   40 |     750    |   1   |    0    |
       |             |     |     |      |            |       |         |
       | Spawning    | 150 |   0 |   80 |     750    |   1   |    0    |
       | Pool        |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Hydralisk   | 100 |  50 |   40 |     850    |   1   |    0    |
       | Den         |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Spire       | 200 | 150 |  120 |     600    |   1   |    0    |
       |             |     |     |      |            |       |         |
       | Greater     | 100 | 150 |  120 |    1000    |   1   |    0    |
       | Spire       |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Queen's     | 150 | 100 |   60 |     850    |   1   |    0    |
       | Nest        |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Defiler     | 100 | 100 |   60 |     850    |   1   |    0    |
       | Mound       |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Ultralisk   | 150 | 200 |   80 |     600    |   1   |    0    |
       | Cavern      |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Evolution   |  75 |   0 |   40 |     750    |   1   |    0    |
       | Chamber     |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Creep       |  75 |   0 |   25 |     400    |   0   |    0    |
       | Colony      |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Sunken      |  50 |   0 |   20 |     400    |   0   |    0    |
       | Colony      |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Spore       |  50 |   0 |   20 |     400    |   0   |    0    |
       | Colony      |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Nydus Canal | 150 |   0 |   40 |     250    |   1   |    0    |
       |             |     |     |      |            |       |         |
       | Infested    |   0 |   0 |    5 |    1500    |   1   |    0    |
       | Command     |     |     |      |            |       |         |
       | Center      |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
_________________________________________________________________________
Race____|_Name________|_Min_|_Gas_|_Time_|_Hit Points_|_Armor_|_Shields_|
Protoss | Nexus       | 400 |   0 |  120 |     750    |   1   |   750   |
       |             |     |     |      |            |       |         |
       | Pylon       | 100 |   0 |   30 |     300    |   0   |   300   |
       |             |     |     |      |            |       |         |
       | Assimilator | 100 |   0 |   40 |     450    |   1   |   450   |
       |             |     |     |      |            |       |         |
       | Gateway     | 150 |   0 |   60 |     500    |   1   |   500   |
       |             |     |     |      |            |       |         |
       | Cybernetics | 200 |   0 |   60 |     500    |   1   |   500   |
       | Core        |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Robotics    | 200 | 200 |   80 |     500    |   1   |   500   |
       | Facility    |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Stargate    | 150 | 150 |   70 |     600    |   1   |   600   |
       |             |     |     |      |            |       |         |
       | Citadel of  | 150 | 100 |   60 |     450    |   1   |   450   |
       | Adun        |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Observatory |  50 | 100 |   30 |     250    |   1   |   250   |
       |             |     |     |      |            |       |         |
       | Templar     | 150 | 200 |   60 |     500    |   1   |   500   |
       | Archives    |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Robotics    | 150 | 100 |   30 |     450    |   1   |   450   |
       | Support Bay |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Forge       | 150 |   0 |   40 |     550    |   1   |   550   |
       |             |     |     |      |            |       |         |
       | Fleet       | 300 | 200 |   60 |     500    |   1   |   500   |
       | Beacon      |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Arbiter     | 200 | 150 |   60 |     500    |   1   |   500   |
       | Tribunal    |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Photon      | 150 |   0 |   50 |     100    |   0   |   100   |
       | Cannon      |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       | Shield      | 100 |   0 |   30 |     200    |   1   |   200   |
       | Battery     |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
       |             |     |     |      |            |       |         |
-------------------------------------------------------------------------


BUILDING DESCRIPTIONS

Command Center
--------------

Minerals      -  400
Vespene Gas   -    0
Build Time    -  120
Hit Points    - 1500
Armor         -    1
Shields       -    0

Prerequisites - none
Abilities     - provides 10 supplies
             - build SCV
             - build Comsat Station
             - build Nuclear Silo
             - liftoff

Misc. Data    - Command Centers are your basic money makers. You start
               out (in games other than those in campaign mode) with
               only one of them near a resource area and without any
               other buildings nearby. This is so because the Command
               Center is the prereq of all Terran prereqs and should
               generally be always built near resource-filled areas,
               where they could build SCVs and use them to gather more
               resources.


Supply Depot
------------

Minerals      -  100
Vespene Gas   -    0
Build Time    -   40
Hit Points    -  500
Armor         -    1
Shields       -    0

Prerequisites - none
Abilities     - provides 8 supplies

Misc. Data    - As the name suggests, the only thing a Supply Depot can
               generally do is provide you with...supplies!! And if you're
               a genuine newbie to this game, you might be wondering,
               "Why build this if Command Centers provide more supplies
               and have lots of other abilities as well?" And my answer
               comes in the form of a question: "Would you rather spend
               double the space, triple the time, and quadruple the minerals
               for a 25% increase in supplies provided?"


Refinery
--------

Minerals      - 100
Vespene Gas   -   0
Build Time    -  40
Hit Points    - 750
Armor         -   1
Shields       -   0

Prerequisites - none
Abilities     - readies Vespene Geysers for gathering

Misc. Data    - Vespene Geysers are nothing but a useless piece of land
               without something built upon it for the sole reason of
               processing its raw energy (called Vespene Gas) into a
               compound a lot more useful for the construction of other
               units and buildings. The Refinery is that something.


Barracks
--------

Minerals      -  150
Vespene Gas   -    0
Build Time    -   80
Hit Points    - 1000
Armor         -    1
Shields       -    0

Prerequisites - Command Center
Abilities     - train Marine
             - train Firebat
             - train Ghost
             - train Medic
             - liftoff

Misc. Data    - As the Command Center is the basic money maker of the
               Terrans, the Barracks is their basic army trainer. In
               this building you will train your most basic attackers
               (the marine and the firebat) as well as an advanced spell
               caster (the ghost) and a new unit (the medic). Build these
               (or this) early in the game for a lot of your other buildings
               depend on it. It is also your doorway to the advanced
               buildings section' of your SCV menu.


Academy
-------

Minerals      - 200
Vespene Gas   -   0
Build Time    -  80
Hit Points    - 600
Armor         -   1
Shields       -   0

Prerequisites - Barracks
Abilities     - research U-238 shells (increase marine attack range)
             - research Stim Pack tech (Marine and Firebat ability)
             - research Restoration (Medic ability)
             - research Optical Flare (Medic ability)
             - research Caduceus Reactor (+50 Medic energy)

Misc. Data    - Academies, on the other hand, are your basic researchers.
               While they may seem useless at first, besides the fact
               that they are required for a number of the Terrans' most
               useful assets, constant playing of the game will tell
               you that the abilities they research can prove vital(or
               fatal) during the game depending on how you use it.


Factory
-------

Minerals      - 200
Vespene Gas   - 100
Build Time    -  80
Hit Points    - 600
Armor         -   1
Shields       -   0

Prerequisites - Barracks
Abilities     - build Vulture
             - build Siege Tank
             - build Goliath
             - build Machine Shop
             - liftoff

Misc. Data    - At last, a taste of the advanced. The Factory is the first
               advanced building you can get your hands on in the Terran
               tech tree, and I'm pretty sure you'll grab the opportunity.
               The units you can build from this installation are robotic
               in nature, thus cannot die as easily as those who come
               out of the Barracks. Of course, the units here cost a lot
               more than the basic ones, so depending on your strategy
               they may or may not be worth the price.


Starport
--------

Minerals      -  150
Vespene Gas   -  100
Build Time    -   70
Hit Points    - 1300
Armor         -    1
Shields       -    0

Prerequisites - Factory
Abilities     - build Wraith
             - build Dropship
             - build Science Vessel
             - build Battlecruiser
             - build Valkyrie
             - build Control Tower
             - liftoff

Misc. Data    - Being another advanced building, the Starport was constructed
               for the sole purpose of building up an airborne army.
               No ground units can come out of this baby, and no sea
               units either (since there are NO sea units in Starcraft!)
               And since most Starcraft matches that last more than
               30 minutes end with a lethal airstrike (at least in my
               experience), this building is a definite must for newbies
               and experts alike.


Science Facility
----------------

Minerals      - 150
Vespene Gas   - 200
Build Time    -  80
Hit Points    - 850
Armor         -   1
Shields       -   0

Prerequisites - Starport
Abilities     - research EMP Shockwave (Science Vessel ability)
             - research Irradiate (Science Vessel ability)
             - research Titan Reactor (+50 Science Vessel energy)
             - build Covert Ops
             - build Physics Lab
             - liftoff

Misc. Data    - The Science Facility is the summit of the Terran tech
               tree, thus is a building reserved only for games that
               won't end shortly and easily (unless you're really fast
               and are feeling lucky). Its main function is to do some
               advanced researching for the advanced spell casters, but
               the addons you can annex to it are there for...more
               researching! And if you're thinking brute force and trying
               to build-up an army of non-spell casters, you'll still
               need this building since it's a prereq for upgrading even
               the most basic unit weapons and armor to level 2 or higher.</pre><pre id="faqspan-2">


Engineering Bay
---------------

Minerals      - 125
Vespene Gas   -   0
Build Time    -  60
Hit Points    - 850
Armor         -   1
Shields       -   0

Prerequisites - Command Center
Abilities     - upgrade infantry weapons
             - upgrade infantry armor
             - liftoff

Misc. Data    - Going back to the basics, the Engineering Bay is your
               basic unit upgrader. Though also a prereq for the only
               attacking building in your race, its main abilities include
               providing marines with bigger guns, firebats with larger
               fuel tanks, and both with a thicker, sturdier armor (or
               at least that's how I interpret it, you really won't notice
               any graphical change in them, only the fact that their
               enemies die faster and they die slower)


Armory
------

Minerals      - 100
Vespene Gas   -  50
Build Time    -  80
Hit Points    - 750
Armor         -   1
Shields       -   0

Prerequisites - Factory
Abilities     - upgrade vehicle weapons
             - upgrade vehicle plating
             - upgrade ship weapons
             - upgrade ship plating

Misc. Data    - As the Engineering Bay is your basic unit upgrader, the
               Armory is its advanced counterpart. With it you can upgrade
               all the weapons and all the armor of all the advanced
               units you can ever dream of. It's a prereq for only one
               unit, one advanced unit, the goliath, and since this Armory
               can't liftoff, consider it one of your few "disposables"
               That is, IF (I said IF) you DON'T plan to use a single
               goliath in the game (or have enough to end it) and only
               built the Armory for the upgrades.


Missile Turret
--------------

Minerals      - 100
Vespene Gas   -   0
Build Time    -  30
Hit Points    - 200
Armor         -   0
Shields       -   0

Prerequisites - Engineering Bay
Abilities     - detector
             - air attack

Misc. Data    - The Missile Turrent is the only attacking building the
               Terran race has to offer, and has definitely proven itself
               to be invaluable in countless situations. Besides automatically
               attacking every single enemy air unit in sight, it is a
               detector, meaning cloaked wraiths have no chance of entering
               an opponent's Missile Turret filled base unharmed. Beware
               though, since these building attackers will only prove
               useful until the opponent decides to build higher level
               units like the battlecruiser, the carrier, and especially
               the guardian. These units can whack tons of Missile Turrets
               without suffering a scratch, so the only way to effectively
               defend against them is providing air-to-air encounters.


Bunker
------

Minerals      - 100
Vespene Gas   -   0
Build Time    -  30
Hit Points    - 350
Armor         -   1
Shields       -   0

Prerequisites - Barracks
Abilities     - load and unload

Misc. Data    - This building, in my honest opinion, is what truly distinguishes
               the Terran race from the other two. It is the only one
               without a Zerg or Protoss counterpart, and is another
               extremely useful tool for keeping your own base alive
               despite the odds. And as with the Missile Turret, Bunkers
               live out their usefulness as soon as the first batch of
               higher level air units---the battlecruiser, the carrier,
               and especially the guardian---arrive. Oh and, I forgot
               to tell you what it does: well for starters, it can load
               up to four of your biological ground units (SCVs, marines,
               firebats, and ghosts) and give them much needed shelter.
               While loaded, these ground units will not take any damage
               at all since only the Bunker itself can be the target of
               all enemy attacks. They can, however, deal damage since
               the Bunker has windows through which only loaded weapons
               can pass.


Comsat Station
--------------

Minerals      -  50
Vespene Gas   -  50
Build Time    -  40
Hit Points    - 500
Armor         -   1
Shields       -   0

Prerequisites - Command Center
             - Academy
Abilities     - Scanner Sweep (detector)

Misc. Data    - Military intelligence wins you half the war, and that's
               just what the Comsat Station (an addon to the Command
               Center) gives you. The Scanner Sweep, its only ability,
               is a much needed tool for finding out where the opponent
               is early in the game, checking out his defenses later on,
               and finally re-checking to see what his armies would be
               mainly composed of. The Scanner Sweep is also the only
               "undetectable detector" in the game since it is a spell
               and not a unit. It can also be cast anywhere from anywhere
               meaning if you and an opponent's cloaked army is duking
               it out, you can readily use the Scanner Sweep to turn
               the tables in your favor.


Nuclear Silo
------------

Minerals      - 100
Vespene Gas   - 100
Build Time    -  80
Hit Points    - 600
Armor         -   1
Shields       -   0

Prerequisites - Command Center
             - Science Facility w/ Covert Ops
Abilities     - arm nuclear silo

Misc. Data    - Another addon to the Command Center, The Nuclear Silo
               would probably be the sole reason, especially for maps
               with abundant resources, a Terran player would build at
               least four Command Centers. Like the Comsat Station, this
               addon also has only one ability---to arm nukes, yes,
               NUCLEAR BOMBS! What I don't understand is why these bombs
               don't take out entire maps, but I'll get to that later.
               As of now, I can give one tip: if you're planning a nuclear
               strike against an average player, one is not enough; you
               have to have at least three nukers simultaneously doing
               the job to get through, and that means creating four Command
               Centers (including the one with the Comsat Station, since
               no game lasting more than 30 mins is easily won without
               it) Against an above average to expert opponent, however,
               forget about nuking. It requires a ghost to be near the
               nuking sight (usually the opponent's base) and no above
               average to expert player would even allow that to happen.


Control Tower
-------------

Minerals      -  50
Vespene Gas   -  50
Build Time    -  40
Hit Points    - 500
Armor         -   1
Shields       -   0

Prerequisites - Starport
Abilities     - research Cloaking Field (Wraith ability)
             - research Apollo Reactor (+50 Wraith energy)

Misc. Data    - This time the building discussed is an addon to the Starport,
               namely, the Control Tower. While being a prereq for all
               the Terran's air units besides the Wraith itself, its
               main functions are for the said unit---Cloaking Field,
               which of course gives the Wraith the ability to go unseen
               by enemy eyes unless he has a detector, and the Apollo
               Reactor, which increases the maximum amount of time your
               Wraith can remain cloaked.


Covert Ops
----------

Minerals      -  50
Vespene Gas   -  50
Build Time    -  40
Hit Points    - 750
Armor         -   1
Shields       -   0

Prerequisites - Science Facility
Abilities     - research Lockdown (Ghost ability)
             - research personnel Cloaking (Ghost ability)
             - research Ocular Implants (increase Ghost sight range)
             - research Moebius Reactor (+50 Ghost energy)

Misc. Data    - As the Starport's Control Tower concentrates on upgrading
               the Terran wraith, this Science Facility addon concentrates
               on a upgrading a ground unit, a biological ground unit---
               the ghost. And again like the Control Tower, the Covert
               Ops' Personnel Cloaking research enables the ghost to
               go unseen by enemy eyes unless he has a detector, while
               the Moebius Reactor increases the maximum amount of time
               your ghost can remain cloaked. The Lockdown spell will
               be discussed later on, and the Ocular Implants, though
               seemingly obvious, brings one particularly useful effect:
               Normally if you leave your ghost unattended after using
               him to launch a nuke, he'd be too close to the nuking
               site he'd die on impact. However with the Ocular Implants
               researched, he can launch nukes from afar and thus of
               course be safe from its harmful effects.


Physics Lab
-----------

Minerals      -  50
Vespene Gas   -  50
Build Time    -  40
Hit Points    - 600
Armor         -   1
Shields       -   0

Prerequisites - Science Facility
Abilities     - research Yamato Gun (Battlecruiser ability)
             - research Colossus Reactor (+50 Battlecruiser energy)

Misc. Data    - Another Science Facility addon and again similar to the
               Control Tower, the Physics Lab in turn concentrates on
               upgarding the most advanced Terran air unit, the battlecruiser.
               The Yamato Gun research obviously gives the battlecruiser
               the ability to use its Yamato Gun, but the Colossus Reactor
               has a less obvious effect---it decreases the minimum
               amount of time a battlecruiser needs to charge up for
               its next Yamato blast.


Machine Shop
------------

Minerals      -  50
Vespene Gas   -  50
Build Time    -  40
Hit Points    - 750
Armor         -   1
Shields       -   0

Prerequisites - Factory
Abilities     - research Ion Thrusters (faster Vulture movement)
             - research Spider Mines (Vulture ability)
             - research Siege tech (Siege Tank ability)
             - research Charon Boosters (increased Goliath missile range)

Misc. Data    - Going back to the Factory, the Machine Shop is the only
               addon that you can build from it, and boy does it do a
               lot. First of all, as mentioned above, it can increase
               the speed with which vultures move (if they ain't already
               fast enough). Second, it gives the vultures the ability
               to plant Spider Mines, things that make opponents think
               twice before walking through bridges that lead to your
               base or even out of his. Last and in my opinion very far
               from being the least, it can also give your siege tanks
               their well-know ability to go in Siege Mode and beat the
               crap of any other ground unit from a mile away.



Hatchery
--------

Minerals      -  300
Vespene Gas   -    0
Build Time    -  120
Hit Points    - 1250
Armor         -    1
Shields       -    0

Prerequisites - none
Abilities     - create and increase Creep
             - evolve Burrow (ground unit ability)
             - create larva
             - mutate into Lair
             - provides 1 control (supply)

Misc. Data    - Hatcheries are your basic money makers. You start out
               (in games other than those in campaign mode) with only
               one of them near a resource area and without any other
               buildings nearby. This is so because the Hatchery is
               the prereq of all Zerg prereqs and should generally be
               always built near resource-filled areas, where they could
               select larvas which in turn could morph into your everyday
               resource gatherers for the Zerg, the drone. The Zerg system
               of construction (morphing, actually) is quite different
               from the other two. First of all, its Hatchery---and its
               upgraded versions discussed next---is its only unit producing
               building, therefore is also equipped with the ability
               to build (or morph) all the other Zerg units in the game
               (that is, from the larva it creates) The other Zerg buildings
               in the game (most of them) therefore only serve as prerequisities
               as well as upgraders (or evolvers) for these units.


Lair
----

Minerals      -  150
Vespene Gas   -  100
Build Time    -  100
Hit Points    - 1800
Armor         -    1
Shields       -    0

Prerequisites - Hatchery
             - Spawning Pool
Abilities     - create and increase Creep
             - evolve Burrow (ground unit ability)
             - evolve Ventral Sacs (transporting for Overlord)
             - evolve Antennae (increase Overlord sight range)
             - evolve Pneumatized Carapace (faster Overlord movement)
             - create larva
             - mutate into Hive
             - provides 1 control (supply)

Misc. Data    - The Lair is simply an upgraded version of the Hatchery,
               and besides the numerous upgrades in can provide an
               overlord with, and again besides having more HP than its
               previous form, it generally has the same purpose as the
               Hatchery, namely, your basic money---and unit---makers.
               Be reminded though, that the Lair (or the Hatchery) do
               not produce Zerg units by themselves, rather they only
               create the ultra versatile larva which in turn could be
               morphed into the other, more useful Zerg units of the game.


Hive
----

Minerals      -  200
Vespene Gas   -  150
Build Time    -  120
Hit Points    - 2500
Armor         -    1
Shields       -    0

Prerequisites - Lair
             - Queen's Nest
Abilities     - create and increase Creep
             - evolve Burrow (ground unit ability)
             - evolve Ventral Sacs (transporting for Overlord)
             - evolve Antennae (increase Overlord sight range)
             - evolve Pneumatized Carapace (faster Overlord movement)
             - create larva
             - provides 1 control (supply)

Misc. Data    - And as the Lair is an upgrade to the Hatchery, the Hive
               is the upgrade for the Lair! It can still upgrade your
               overlords if you haven't done that yet, but again besides
               having even more HP than the Lair itself, this version
               of the Hatchery does just the same thing: create larvas
               that morph into drones that in turn gather your much needed
               resources. And don't forget about all the other Zerg units
               a larva can morph into, ok?


Extractor
---------

Minerals      -  50
Vespene Gas   -   0
Build Time    -  40
Hit Points    - 750
Armor         -   1
Shields       -   0

Prerequisites - none
Abilities     - readies Vespene Geysers for gathering

Misc. Data    - Vespene Geysers are nothing but a useless piece of land
               without something built upon it for the sole reason of
               processing its raw energy (called Vespene Gas) into a
               compound a lot more useful for the construction of other
               units and buildings. The Extractor is that something.


Spawning Pool
-------------

Minerals      - 150
Vespene Gas   -   0
Build Time    -  80
Hit Points    - 750
Armor         -   1
Shields       -   0

Prerequisites - Hatchery/Lair/Hive
Abilities     - evolve Metabolic Boost (faster Zergling movement)
             - evolve Adrenal Glands (faster Zergling attack)

Misc. Data    - As mentioned above, most Zerg buildings serve only as
               prerequisites for units produced only through the larva
               coming out of Hatcheries, Lairs, and Hives. The Spawning
               Pool is no different. It's your basic prereq, and thus
               needed for the morphing of your most basic attackers,
               the zerglings. Notice that most Zerg buildings are also
               upgraders (or evolvers) and again the Spawning Pool is
               no different. It obviously does something for the specific
               unit it is a prereq for, but what? And the answer or
               rather answers are providing faster movement and reducing
               cooldown time.


Hydralisk Den
-------------

Minerals      - 100
Vespene Gas   -  50
Build Time    -  40
Hit Points    - 850
Armor         -   1
Shields       -   0

Prerequisites - Spawning Pool
Abilities     - evolve Muscular Augments (faster Hydralisk movement)
             - evolve Grooved Spines (increase Hydralisk attack range)
             - evolve Lurker Aspect (Hydralisk ability)

Misc. Data    - It should be obvious what unit is focused upon by the
               fan-shaped Zerg building called the Hydralisk Den...What!?
               You don't know!? THE HYDRALISK, DAMMIT!!! (whoops, just
               had my stim packs, sorry) And again as with most Zerg
               buildings, this one's not only a prereq for the said unit,
               but also has some upgrades for that unit as well.


Spire
-----

Minerals      - 200
Vespene Gas   - 150
Build Time    - 120
Hit Points    - 600
Armor         -   1
Shields       -   0

Prerequisites - Lair/Hive
Abilities     - upgrade flyer attacks
             - evolve flyer carapace
             - mutate into Greater Spire

Misc. Data    - Simply put, the Spire enables your larva to morph into
               mutalisks. It can also increase the damage they bring
               as well as that which they could sustain. Pretty neat
               building and a definite must if ya ask me.


Greater Spire
-------------

Minerals      -  100
Vespene Gas   -  150
Build Time    -  120
Hit Points    - 1000
Armor         -    1
Shields       -    0

Prerequisites - Spire
             - Hive
Abilities     - upgrade flyer attacks
             - evolve flyer carapace

Misc. Data    - If you thought only Hatcheries and Lairs could be further
               upgraded, think again. The Spire also has an upgrade of
               its own, and it was named...the Greater Spire! (so clever...)
               Anyway, not only does this building continue on upgrading
               your air units if you haven't done so already, but it's
               also a prereq for one of your best bets against building
               attackers---the guardian.


Queen's Nest
------------

Minerals      - 150
Vespene Gas   - 100
Build Time    -  60
Hit Points    - 850
Armor         -   1
Shields       -   0

Prerequisites - Lair/Hive
Abilities     - evolve Spawn Broodling (Queen ability)
             - evolve Ensnare (Queen ability)
             - evolve Gamete Meiosis (+50 Queen energy)

Misc. Data    - One of the less gross buildings of the Zerg (looks like
               a macaroon in my honest opinion), the Queen's Nest is
               both a prereq and an upgrader...for the queen! It gives
               her the ability to cast two very useful spells (the Spawn
               Broodling and the Ensnare) as well as reduces the minimum
               amount of time needed to charge up her next spell after
               casting one via the Gamete Meiosis.


Defiler Mound
-------------

Minerals      - 100
Vespene Gas   - 100
Build Time    -  60
Hit Points    - 850
Armor         -   1
Shields       -   0

Prerequisites - Hive
Abilities     - evolve Plague (Defiler ability)
             - evolve Consume (Defiler ability)
             - evolve Metasynaptic Node (+50 Defiler energy)

Misc. Data    - A more advanced spell caster in the game comes in the
               form of a defiler, and this unit in turn relies on the
               existence of its own mound, the Defiler Mound. And like
               the Queen's Nest with its queen, the Defiler Mound gives
               its defilers the ability to cast two very useful spells
               (the Plague and the Consume) as well as reduces the minimum
               amount of time needed to charge up her next spell after
               casting one via the Metasynaptic Node.


Ultralisk Cavern
----------------

Minerals      - 150
Vespene Gas   - 200
Build Time    -  80
Hit Points    - 600
Armor         -   1
Shields       -   0

Prerequisites - Hive
Abilities     - evolve Anabolic Synthesis (faster Ultralisk movement)
             - evolve Chitinous Plating (improved Ultralisk armor)

Misc. Data    - It should be obvious what unit is focused upon by the
               fan-shaped Zerg building called the Ultralisk Cavern...What!?
               You don't know!? THE ULTRALISK, DAMMIT!!! (whoops, just
               had my second round of stim packs, sorry) And again as with
               most Zerg buildings, this one's not only a prereq for the
               said unit, but also has two upgrades for that unit as well.


Evolution Chamber
-----------------

Minerals      -  75
Vespene Gas   -   0
Build Time    -  40
Hit Points    - 750
Armor         -   1
Shields       -   0

Prerequisites - Hatchery/Lair/Hive
Abilities     - upgrade melee attacks
             - upgrade missile attacks
             - evolve carapace

Misc. Data    - Going back to the basics, the Evolution Chamber is your
               basic unit upgrader. Though also a prereq for one of the
               two attacking buildings in your race, its main abilities
               include providing zerglings with bigger claws, hydralisks
               with larger jaws, and both with a thicker, sturdier armor
               (or at least that's how I interpret it, you really won't
               notice any graphical change in them, only the fact that
               their enemies die faster and they die slower)


Creep Colony
------------

Minerals      -  75
Vespene Gas   -   0
Build Time    -  40
Hit Points    - 750
Armor         -   0
Shields       -   0

Prerequisites - none
Abilities     - increase Creep
             - mutate into Sunken Colony
             - mutate into Spore Colony

Misc. Data    - Zerg buildings should be built on Creep, and since the
               main Creep producer, the Hatchery (or Lair, or Hive),
               costs too much for such a minor reason, you may use Creep
               Colonies to increase the area of your Creep instead.
               Note that only the Zerg's main building has the ability
               to create Creep and these Creep Colonies are only here
               to extend what the Hatchery, Lair, or Hive has created.
               One more thing, this building may very well be morphed
               into two others, the Sunken Colony and the Spore Colony
               both of which, while retaining the Creep increasing abilities
               of their their previous form, are also the only two attacking
               buildings at the Zerg's disposal.


Sunken Colony
-------------

Minerals      -  50
Vespene Gas   -   0
Build Time    -  20
Hit Points    - 400
Armor         -   0
Shields       -   0

Prerequisites - Creep Colony
             - Spawning Pool
Abilities     - ground attack

Misc. Data    - This is one of the two building attackers I was talking
               about, and it sure is a handy thing to have especially
               whenever your opponents plan to attack early in the game.
               Most likely he'll use a pure ground assault, and since
               this building, the Sunken Colony, attacks from below,
               your guaranteed a tough defense, at least until air
               or ultra long-range ground units arrive.


Spore Colony
------------

Minerals      -  50
Vespene Gas   -   0
Build Time    -  20
Hit Points    - 400
Armor         -   0
Shields       -   0

Prerequisites - Creep Colony
             - Evolution Chamber
Abilities     - detector
             - air attack

Misc. Data    - The Spore Colony is the second attacking building the
               Zerg race has to offer, and has definitely proven itself
               to be invaluable in countless situations. Besides automatically
               attacking every single enemy air unit in sight, it is a
               detector, meaning cloaked wraiths have no chance of entering
               an opponent's Spore Colony filled base unharmed. Beware
               though, since these building attackers will only prove
               useful until the opponent decides to build higher level
               units like the battlecruiser, the carrier, and especially
               the guardian. These units can whack tons of Spore Colonies
               without suffering a scratch, so the only way to effectively
               defend against them is providing air-to-air encounters.


Nydus Canal
-----------

Minerals      - 150
Vespene Gas   -   0
Build Time    -  40
Hit Points    - 250
Armor         -   1
Shields       -   0

Prerequisites - Hive
Abilities     - place Nydus Canal Exit

Misc. Data    - This building, in my honest opinion, is what truly distinguishes
               the Zerg race from the other two. It is the only one
               without a Terran or Protoss counterpart, and is another
               extremely useful tool both defensively and offensively
               in deceiving the enemy into thinking that you don't or
               have very few attacking units in a certain area whereas
               you can readily send an entire army of reinforcements
               when the need arises. Any ideas what this building does?
               Well, it provides underground transport for your ground
               units and lead them to wherever you have placed the Nydus
               Canal exit. Just right click your units on one Nydus Canal
               and voila! They're somewhere else!


Infested Command Center
-----------------------

Minerals      -    0
Vespene Gas   -    0
Build Time    -    5
Hit Points    - 1500
Armor         -    1
Shields       -    0

Prerequisites - Command Center (duh!)
Abilities     - train Infested Terran
             - liftoff

Misc. Data    - Oh don't jump for joy the first time you see its stats
               cause it's not what you think. It may not cost anything
               at all, but it does have its requirements: First of all,
               you need a queen since infesting Command Centers is her
               inate ability. Second, you must have a Command Center to
               infest. It's rather tough to pull this trick off since
               few good Starcraft players leave their Command Centers
               unguarded. (You CAN do this with your allies though, IF
               they allow it to happen) Lastly, the said Command Center
               should be at least down to half its life (750HP) before
               the spell could be cast. On the bright side, besides the
               all powerful infested terran you can train from this
               building, the building itself is void of all Terran and
               Zerg building weaknesses---unlike Terran buildings, it
               doesn't explode by itself when it catches fire on low
               HP, and it may be landed on Creep. And unlike Zerg buildings,
               it doesn't NEED to be on Creep for it to be functional.


Nexus
-----

Minerals      - 400
Vespene Gas   -   0
Build Time    - 120
Hit Points    - 750
Armor         -   1
Shields       - 750

Prerequisites - none
Abilities     - provides 9 Psi (supply)
             - build Probe

Misc. Data    - The Nexus is your basic money maker. You start out (in
               games other than those in campaign mode) with only one
               Nexus near a resource area and without any other buildings
               near it. This is so because the Nexus is the prereq of
               all Protoss prereqs and should generally be always built
               near resource-filled areas, where they could build Probes
               and use them to gather more resources.


Pylon
-----

Minerals      - 100
Vespene Gas   -   0
Build Time    -  30
Hit Points    - 300
Armor         -   0
Shields       - 300

Prerequisites - none
Abilities     - provides 8 Psi (supplies)
             - creates 1 energy field

Misc. Data    - The Protoss Pylon has two uses, and one of them is to
               provide the Protoss race with "Psi" or supplies. If you're
               a genuine newbie to this game, you might be wondering,
               "Why build this if a Nexus could provide more supplies
               and have other advantages as well?" And my answer comes
               in the form of a question: "Would you rather spend double
               the space, triple the time, and quadruple the minerals
               for a 12.5% increase in supplies provided?" The second
               purpose for building a Pylon is to provide an energy field
               only upon which most Protoss buildings may be constructed
               (like the Creep with the Zerg). But the bad news is losing
               the energy field provided by a Pylon renders a Protoss
               building practically useless until you are able to build
               another Pylon near it. The technique here is to build
               multiple Pylons near multiple buildings so as to prevent
               a simple Pylon assault from crippling your base.


Assimilator
-----------

Minerals      - 100
Vespene Gas   -   0
Build Time    -  40
Hit Points    - 450
Armor         -   1
Shields       - 450

Prerequisites - none
Abilities     - readies Vespene Geysers for gathering

Misc. Data    - Vespene Geysers are nothing but a useless piece of land
               without something built upon it for the sole reason of
               processing its raw energy (called Vespene Gas) into a
               compound a lot more useful for the construction of other
               units and buildings. The Assimilator is that something.


Gateway
-------

Minerals      - 150
Vespene Gas   -   0
Build Time    -  40
Hit Points    - 450
Armor         -   1
Shields       - 500

Prerequisites - Nexus
Abilities     - warp in Zealot
             - warp in Dragoon
             - warp in High Templar
             - warp in Dark Templar

Misc. Data    - As the Nexus is the basic money maker of the Protoss,
               the Gateway is their basic army trainer. In this building
               you will train your most basic attackers (the zealot and
               the dragoon) as well as an advanced spell caster (the
               high templar) and an advanced attacker (the Dark Templar).
               It's a definite must to have at the very least one Gateway
               very early in the game for a lot of your other buildings
               depend on it.

Cybernetics Core
----------------

Minerals      - 200
Vespene Gas   -   0
Build Time    -  60
Hit Points    - 500
Armor         -   1
Shields       - 500

Prerequisites - Gateway
Abilities     - upgrade air weapons
             - upgrade air armor
             - develop Singularity Charge (increase Dragoon attack range)

Misc. Data    - The Cybernetics Core is your main air unit upgrader. With
               it you can upgrade all the weapons and all the armor of
               all the air units you can ever dream of. And besides
               having a special upgrade just for the dragoons, it also
               is your doorway to the advanced buildings section of your
               probe menu.


Robotics Facility
-----------------

Minerals      - 200
Vespene Gas   - 200
Build Time    -  80
Hit Points    - 500
Armor         -   1
Shields       - 500

Prerequisites - Cybernetics Core
Abilities     - build Shuttle
             - build Reaver
             - build Observer

Misc. Data    - As the name suggests, what you can build from this building
               are highly or rather purely robotic in nature. Nothing
               much more I can say about the Robotics Facility, except
               for the three units mentioned above that it can produce,
               and the fact that it's also a prereq for the other more
               advanced Protoss buildings in the game.


Stargate
--------

Minerals      - 150
Vespene Gas   - 150
Build Time    -  70
Hit Points    - 600
Armor         -   1
Shields       - 600

Prerequisites - Cybernetics Core
Abilities     - warp in Scout
             - warp in Carrier
             - warp in Arbiter
             - warp in Corsair

Misc. Data    - Being another advanced building, the Stargate was constructed
               for the sole purpose of building up an airborne army.
               No ground units can come out of this baby, and no sea
               units either (since there are NO sea units in Starcraft!)
               And since most Starcraft matches that last more than
               30 minutes end with a lethal airstrike (at least in my
               experience), this building is a definite must for newbies
               and experts alike.


Citadel of Adun
---------------

Minerals      - 150
Vespene Gas   - 100
Build Time    -  60
Hit Points    - 450
Armor         -   1
Shields       - 250

Prerequisites - Cybernetics Core
Abilities     - develop Leg Enhancements (faster Zealot movement)

Misc. Data    - The Citadel of Adun can only do two things: One is to
               develop a zealot's walking speed (something very, very
               useful in most games) and Two is to pave the way for the
               construction of the Templar Archives, which in turn you
               most likely will need only one of. So after upgrading
               your zealots and warping in your first and only Templar
               Archives, consider the Citadel of Adun as one of your
               few "disposables".


Observatory
-----------

Minerals      -  50
Vespene Gas   - 100
Build Time    -  30
Hit Points    - 250
Armor         -   1
Shields       - 250

Prerequisites - Robotics Facility
Abilities     - develop Gravitic Booster (faster Observer movement)
             - develop Sensor Array (increase Observer sight range)

Misc. Data    - One of the less massive buildings of the Protoss (looks
               like fish bones in my honest opinion), the Observatory
               is both a prereq and an upgrader...for the observer! It
               gives the said unit the ability to reach a certain point
               in a shorter amount of time as well as the ability to
               spy on a larger area than before.


Templar Archives
----------------

Minerals      - 150
Vespene Gas   - 200
Build Time    -  60
Hit Points    - 500
Armor         -   1
Shields       - 500

Prerequisites - Citadel of Adun
Abilities     - develop Psionic Storm (Templar ability)
             - develop Hallucination (Templar ability)
             - develop Khaydarin Amulet (+50 Templar energy)
             - develop Mind Control (Dark Archon ability)
             - develop Maelstrom (Dark Archon ability)
             - develop Argus Talisman (+50 Dark Archon energy)

Misc. Data    - As the Observatory concentrates on upgrading the Protoss
               observer, this one-shot building concentrates on a upgrading
               a ground unit, a biological ground unit---the High Templar.
               It gives him the ability to cast two very useful spells
               (the Psionic Storm and the Hallucination) as well as reduces
               the minimum amount of time needed to charge up his next
               spell after casting one via the Khaydarin Amulet. And
               even if you're thinking brute force and trying to build
               up an army of non-spell casters, you'll still need this
               building since it's a prereq for upgrading even the most
               basic unit weapons and armor to level 2 or higher. Whoops,
               forgot to tell ya, Broodwar has made this building do
               a lot more: give Dark Archons the ability to cast two
               very useful spells (the Mind Control and the Maelstrom)
               as well as reduces the minimum amount of time needed to
               charge up his next spell after casting one via the Argus
               Talisman.</pre><pre id="faqspan-3">


Robotics Support Bay
--------------------

Minerals      - 150
Vespene Gas   - 100
Build Time    -  30
Hit Points    - 450
Armor         -   1
Shields       - 450

Prerequisites - Robotics Facility
Abilities     - upgrade Scarab damage
             - increase Reaver capacity (+5 max Scarabs)
             - develop Gravitic Drive (faster Shuttle movement)

Misc. Data    - And again as the name suggests, the Robotics Support Bay
               provides much needed "support" for two of the Protoss
               units found in the Robotics Facility, namely, the shuttle
               and the reaver. It also is a prereq for the reaver, by
               the way, so IF (I said IF) you DON'T plan to use a single
               reaver in the game (or have enough to end it) and only
               built the Robotics Support Bay for the upgrades, then
               as soon as they're done, consider this building a "disposable"
               as well.


Forge
-----

Minerals      - 150
Vespene Gas   -   0
Build Time    -  40
Hit Points    - 550
Armor         -   1
Shields       - 550

Prerequisites - Nexus
Abilities     - upgrade ground weapons
             - upgrade ground armor
             - upgrade plasma shields

Misc. Data    - Going back to the basics, the Forge is your basic unit
               upgrader. Though also a prereq for the only attacking
               building in your race, its main abilities include providing
               zealots with sharper blades, dragoons with larger blasters
               and both with a thicker, sturdier armor as well as an
               increase in shield layers (or at least that's how I interpret
               it, you really won't notice any graphical change in them,
               only the fact that their enemies die faster and they die
               slower)


Fleet Beacon
------------

Minerals      - 300
Vespene Gas   - 200
Build Time    -  60
Hit Points    - 500
Armor         -   1
Shields       - 500

Prerequisites - Stargate
Abilities     - develop Apial Sensors (increase Scout sight range)
             - develop Gravitic Thrusters (faster Scout movement)
             - increase Carrier capacity (+4 max Interceptors)
             - develop Disruption Web (Corsair ability)
             - develop Argus Jewel (+50 Corsair energy)

Misc. Data    - While being a prereq for all the attacking Protoss air
               units in the game besides the first and second one (the
               scout and the corsair), its main functions include those
               for the said units---increase in sight range and speed
               (for the scout) as well as the ability to cast spells (for
               the corsair). It also has a special upgrade just for the
               carriers, and is another definite must if you're planning
               to use that giant.


Arbiter Tribunal
----------------

Minerals      - 200
Vespene Gas   - 150
Build Time    -  60
Hit Points    - 500
Armor         -   1
Shields       - 500

Prerequisites - Stargate
             - Templar Archives
Abilities     - develop Recall (Arbiter ability)
             - develop Stasis Field (Arbiter ability)
             - develop Khaydarin Core (+50 Arbiter energy)

Misc. Data    - The Arbiter Tribunal is the summit of the Protoss tech
               tree, thus is a building reserved only for games that
               won't end shortly and easily (unless you're really fast
               and are feeling lucky). Its main function is to do some
               advanced researching for the most advanced spell caster,
               the arbiter itself. It gives the said unit the ability
               to cast two very useful spells (the Recall and the Stasis
               Field) as well as reduces the minimum amount of time
               needed to charge up its next spell after casting one
               via the Khaydarin Core.


Photon Cannon
-------------

Minerals      - 150
Vespene Gas   -   0
Build Time    -  50
Hit Points    - 100
Armor         -   0
Shields       - 100

Prerequisites - Forge
Abilities     - detector
             - ground attack
             - air attack

Misc. Data    - The Photon Cannon is the only attacking building the Protoss
               race has to offer, and has definitely proven itself to
               be invaluable in countless situations. Besides automatically
               attacking every single enemy unit (ground AND air) in
               sight, it is a detector, meaning cloaked wraiths have
               no chance of entering an opponent's Photon Cannon filled
               base unharmed. Beware though, since these building attackers
               will only prove useful until the opponent decides to build
               higher level units like the battlecruiser, the carrier,
               and especially the guardian. These units can whack tons
               of Photon Cannons without suffering a scratch, so the
               only way to effectively defend against them is providing
               air-to-air encounters.


Shield Battery
--------------

Minerals      - 100
Vespene Gas   -   0
Build Time    -  30
Hit Points    - 200
Armor         -   1
Shields       - 200

Prerequisites - Gateway
Abilities     - recharge shields

Misc. Data    - This building, in my honest opinion, is what truly distinguishes
               the Protoss race from the other two. It is the only one
               without a Terran or Zerg counterpart, and is another
               extremely useful tool for keeping your own base alive
               despite the odds. What it does is recharge the shields
               of any unit near it when you choose to do so. With this
               building and more preferably a few others beside a seemingly
               out-numbered army of yours, you may still have a chance.


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  _  _      ____  _   _  ____    __  __  _  _  ____  ____  ___
(_  _)( \/ )    (_  _)( )_( )( ___)  (  )(  )( \( )(_  _)(_  _)/ __)
_)(_  \  /       )(   ) _ (  )__)    )(__)(  )  (  _)(_   )(  \__ \
(____)  \/  ()   (__) (_) (_)(____)  (______)(_)\_)(____) (__) (___/


The charts below feature the different stats (damage, armor, etc.) of
each unit in the game. These charts are only for quick reference, as I
plan to add a full description of what each unit does afterwards.

Legend:

NA - not applicable (duh!)

type column:
A - air
G - ground
R - robotic
M - mechanical
1 - small
2 - medium
3 - large

weapons column:
G - ground
A - air
N - normal
C - concussive
E - explosive
S - splash
! - suicidal

upgrades column:
Gw - ground weapon
Aw - air weapon
Gr - ground weapon range
Ar - air weapon range
St - sight
Sp - speed
Cd - cooldown
Hr - hangar (ammo)
Am - armor

a little note:
Concussive weapons will do 50% damage on medium defense and 25% damage
on large defense while explosive weapons will do 75% damage on medium
defense and 50% damage on small defense. Normal weapons will deal the
same damage no matter what type of defense its receipient has. One last
thing, Protoss shields receive full damage no matter what type of ammo
is used on them.

* you may see certain names that have already been included in the buildings
 section. Well, they really are buildings, but they deal damage as well
 and so fit in this chart too. They won't have any more supplementary
 descriptions, as such info is already posted in the buildings section.

* Cool is the cooldown rate of each unit's weapon. It obviously is in
 units of time, though I'm not really sure what unit. Maybe a tenth of
 a second? St is the unit's sight range in a standard measure of length
 which, once again, I am not aware of. Lastly, upgs is upgrades or the
 number of pluses/minuses/doubles a specific stat gains per upgrade.
 Armor and shield upgrades are no longer included, since they usually
 are just composed of plus ones to their respective units.

_________________________________________________________________________________
Race____|_Name__________|_Type_|_Weapons__|_Cool_|_Range_|_St_|_Upgs_|_Specials_|
Terran  | SCV           | GB=1 |  G=5N    |  15  |   1   |  7 | none |  Gather  |
       |               |      |          |      |       |    |      |  Repair  |
       |               |      |          |      |       |    |      |  Build   |
       |               |      |          |      |       |    |      |          |
       | Marine        | GB=1 |  G=6N    |  15  |   4   |  7 | Gw+1 |   Stim   |
       |               |      |  A=6N    |  15  |   4   |    | Aw+1 |   Pack   |
       |               |      |          |      |       |    | Gr+1 |          |
       |               |      |          |      |       |    | Ar+1 |          |
       |               |      |          |      |       |    |      |          |
       | Firebat       | GB=1 |  G=16CS  |  22  |   1   |  7 | Gw+2 |   Stim   |
       |               |      |          |      |       |    |      |   Pack   |
       |               |      |          |      |       |    |      |          |
       | Ghost         | GB=1 |  G=10C   |  22  |   7   |  9 | Gw+1 |  Spells  |
       |               |      |  A=10C   |  22  |   7   |    | Aw+1 |   Nuke   |
       |               |      |          |      |       |    | St+2 | Cloaking |
       |               |      |          |      |       |    |      |          |
       | Vulture       | GM=2 |  G=20C   |  30  |   5   |  8 | Gw+2 |  Spider  |
       |               |      |          |      |       |    | Spx2 |   Mine   |
       |               |      |          |      |       |    |      |          |
       | Siege Tank    | GM=3 |  G=30E   |  37  |   7   | 10 | Gw+3 |  Siege   |
       | (Tank Mode)   |      |          |      |       |    |      |  Mode    |
       |               |      |          |      |       |    |      |          |
       | Siege Tank    | GM=3 |  G=70ES  |  75  |  12   | 10 | Gw+5 |  Tank    |
       | (Siege Mode)  |      |          |      |       |    |      |  Mode    |
       |               |      |          |      |       |    |      |          |
       | Goliath       | GM=3 |  G=12N   |  22  |   5   |  8 | Gw+1 |   none   |
       |               |      |  A=20E   |  22  |   5   |    | Aw+4 |          |
       |               |      |          |      |       |    | Ar+3 |          |
       |               |      |          |      |       |    |      |          |
       | Wraith        | AM=3 |  G=8N    |  30  |   5   |  7 | Gw+1 | Cloaking |
       |               |      |  A=20E   |  22  |   5   |    | Aw+2 |          |
       |               |      |          |      |       |    |      |          |
       | Dropship      | AM=3 |   none   |  NA  |  NA   |  8 | none | Load and |
       |               |      |          |      |       |    |      |  Unload  |
       |               |      |          |      |       |    |      |          |
       | Science       | AM=3 |   none   |  NA  |  NA   | 10 | none |  Spells  |
       | Vessel        |      |          |      |       |    |      | Detector |
       |               |      |          |      |       |    |      |          |
       | Battlecruiser | AM=3 |  G=25N   |  30  |   6   | 11 | Gw+3 |  Yamato  |
       |               |      |  A=25N   |  30  |   6   |    | Aw+3 |   Gun    |
       |               |      |          |      |       |    |      |          |
       | Spider Mine   |  G=1 | G=125ES! |  NA  |   4   |  7 | none |  Burrow  |
       |               |      |          |      |       |    |      |          |
       | Nuclear       |  A=1 | G=500NS! |  NA  |  NA   | NA | none |  High    |
       | Missile       |      | A=500NS! |  NA  |  NA   |    |      |  Level   |
       |               |      |          |      |       |    |      |  Splash  |
       |               |      |          |      |       |    |      |          |
       | Missile       |  G=3 |  A=20E   |  15  |   7   | 11 | none | Detector |
       | Turret        |      |          |      |       |    |      |          |
       |               |      |          |      |       |    |      |          |
       | Medic         | GB=1 |   none   |  NA  |  NA   |  9 | none |  Spells  |
       |               |      |          |      |       |    |      |          |
       | Valkyrie      | AM=3 |  A=5ES   |  64  |   6   |  8 | Aw+2 |   none   |
       |               |      |          |      |       |    |      |          |
       |               |      |          |      |       |    |      |          |
_________________________________________________________________________________
Race____|_Name__________|_Type_|_Weapons__|_Cool_|_Range_|_St_|_Upgs_|_Specials_|
Zerg    | Drone         | GB=1 |  G=5N    |  22  |   1   |  7 | none |  Gather  |
       |               |      |          |      |       |    |      |  Burrow  |
       |               |      |          |      |       |    |      |  Morph   |
       |               |      |          |      |       |    |      |          |
       | Zergling      | GB=1 |  G=5N    |   8  |   1   |  5 | Gw+1 |  Burrow  |
       |               |      |          |      |       |    | Cd-2 |          |
       |               |      |          |      |       |    | Spx2 |          |
       |               |      |          |      |       |    |      |          |
       | Hydralisk     | GB=2 |  G=10E   |  15  |   4   |  6 | Gw+1 |  Burrow  |
       |               |      |  A=10E   |  15  |   4   |    | Aw+1 |          |
       |               |      |          |      |       |    | Spx2 |          |
       |               |      |          |      |       |    | Gr+1 |          |
       |               |      |          |      |       |    | Ar+1 |          |
       |               |      |          |      |       |    |      |          |
       | Ultralisk     | GB=3 |  G=20N   |  15  |   1   |  7 | Gw+3 |   none   |
       |               |      |          |      |       |    | Am=3 |          |
       |               |      |          |      |       |    |      |          |
       | Defiler       | GB=2 |   none   |  NA  |  NA   | 10 | none |  Spells  |
       |               |      |          |      |       |    |      |  Burrow  |
       |               |      |          |      |       |    |      |          |
       | Broodling     | GB=1 |  G=4N    |  15  |   1   |  5 | none |   none   |
       |               |      |          |      |       |    |      |          |
       | Infested      | GB=1 | G=500ES! |  NA  |   1   |  5 | none |  Burrow  |
       | Terran        |      |          |      |       |    |      |          |
       |               |      |          |      |       |    |      |          |
       | Overlord      | AB=3 |   none   |  NA  |  NA   |  9 | St+2 | Detector |
       |               |      |          |      |       |    |      | Load and |
       |               |      |          |      |       |    |      |  Unload  |
       |               |      |          |      |       |    |      |          |
       | Mutalisk      | AB=1 |  G=9NS   |  30  |   3   |  7 | Gw+1 | Guardian |
       |               |      |  A=9NS   |  30  |   3   |    | Aw+1 |          |
       |               |      |          |      |       |    |      |          |
       | Guardian      | AB=3 |  G=20N   |  30  |   8   | 11 | Gw+2 |   none   |
       |               |      |          |      |       |    |      |          |
       | Queen         | AB=2 |   none   |  NA  |  NA   | 10 | none |  Spells  |
       |               |      |          |      |       |    |      |          |
       | Scourge       | AB=1 |  A=110N! |  NA  |   1   |  5 | none |   none   |
       |               |      |          |      |       |    |      |          |
       | Sunken Colony |  G=3 |  G=40E   |  32  |   7   | 10 | none |   none   |
       |               |      |          |      |       |    |      |          |
       | Spore Colony  |  G=3 |  A=15N   |  15  |   7   | 10 | none | Detector |
       |               |      |          |      |       |    |      |          |
       | Larva         | GB=1 |   none   |  NA  |  NA   |  4 | none |  Morph   |
       |               |      |          |      |       |    |      |          |
       | Egg           | GB=3 |   none   |  NA  |  NA   |  4 | none |   none   |
       |               |      |          |      |       |    |      |          |
       | Lurker        | GB=2 |  G=20S   |  37  |   6   |  8 | Gw+2 |  Burrow  |
       |               |      |          |      |       |    |      |          |
       | Devourer      | AB=3 |  A=25E   | 100  |   6   | 10 | Aw+2 |   none   |
       |               |      |          |      |       |    |      |          |
       |               |      |          |      |       |    |      |          |
_________________________________________________________________________________
Race____|_Name__________|_Type_|_Weapons__|_Cool_|_Range_|_St_|_Upgs_|_Specials_|
Protoss | Probe         | GR=1 |  G=5N    |  22  |   1   |  8 | none |   Warp   |
       |               |      |          |      |       |    |      |          |
       | Zealot        | GB=1 |  G=16N   |  22  |   1   |  7 | Gw+2 |   none   |
       |               |      |          |      |       |    | Spx2 |          |
       |               |      |          |      |       |    |      |          |
       | Dragoon       | GM=3 |  G=20E   |  30  |   4   |  8 | Gw+2 |   none   |
       |               |      |  A=20E   |  30  |   4   |    | Aw+2 |          |
       |               |      |          |      |       |    | Gr+2 |          |
       |               |      |          |      |       |    | Ar+2 |          |
       |               |      |          |      |       |    |      |          |
       | High Templar  | GB=1 |   none   |  NA  |  NA   |  7 | none |  Spells  |
       |               |      |          |      |       |    |      |  Archon  |
       |               |      |          |      |       |    |      |          |
       | Archon        |  G=3 |  G=30NS  |  20  |   2   |  8 | Gw+3 |   none   |
       |               |      |  A=30NS  |  20  |   2   |    | Aw+3 |          |
       |               |      |          |      |       |    |      |          |
       | Reaver        | GR=3 |  Scarab  |  60  |   8   | 10 | Hr+5 |  Scarab  |
       |               |      |          |      |       |    |      |          |
       | Scarab        |  G=2 | G=100ES! |  NA  |  NA   | NA | Gw   |   none   |
       |               |      |          |      |       |    |  +25 |          |
       |               |      |          |      |       |    |      |          |
       | Shuttle       | AR=3 |   none   |  NA  |  NA   |  8 | Spx2 | Load and |
       |               |      |          |      |       |    |      |  Unload  |
       |               |      |          |      |       |    |      |          |
       | Observer      | AR=1 |   none   |  NA  |  NA   |  9 | St+2 | Detector |
       |               |      |          |      |       |    | Spx2 | Perma-   |
       |               |      |          |      |       |    |      |  nent    |
       |               |      |          |      |       |    |      | Cloaking |
       |               |      |          |      |       |    |      |          |
       | Scout         | AM=3 |  G=8N    |  30  |   4   |  8 | Gw+1 |   none   |
       |               |      |  A=28E   |  22  |   4   |    | Aw+2 |          |
       |               |      |          |      |       |    | St+2 |          |
       |               |      |          |      |       |    | Spx2 |          |
       |               |      |          |      |       |    |      |          |
       | Carrier       | AM=3 | Inter-   |   0  |   8   | 11 | Hr+4 | Inter-   |
       |               |      | ceptor   |      |       |    |      | ceptors  |
       |               |      | Inter-   |   0  |   8   |    |      |          |
       |               |      | ceptor   |      |       |    |      |          |
       |               |      |          |      |       |    |      |          |
       |               |      |          |      |       |    |      |          |
       | Interceptor   | AM=1 |  G=6N    |  NA  |  NA   | NA | Gw+1 |   none   |
       |               |      |  A=6N    |  NA  |  NA   |    | Aw+1 |          |
       |               |      |          |      |       |    |      |          |
       | Arbiter       | AM=3 |  G=10E   |  45  |   5   |  9 | Gw+1 | Spells   |
       |               |      |  A=10E   |  45  |   5   |    | Aw+1 | Cloaking |
       |               |      |          |      |       |    |      | Nearby   |
       |               |      |          |      |       |    |      | Subordi- |
       |               |      |          |      |       |    |      |  nates   |
       |               |      |          |      |       |    |      |          |
       | Photon Cannon |  G=3 |  G=20N   |  22  |   7   | 11 | none | Detector |
       |               |      |  A=20N   |  22  |   7   |    |      |          |
       |               |      |          |      |       |    |      |          |
       | Dark Templar  | GB=1 |  G=40N   |  30  |   1   |  7 | Gw+3 | Perma-   |
       |               |      |          |      |       |    |      |  nent    |
       |               |      |          |      |       |    |      | Cloaking |
       |               |      |          |      |       |    |      |          |
       | Dark Archon   |  G=3 |   none   |  NA  |  NA   | 10 | none |  Spells  |
       |               |      |          |      |       |    |      |          |
       | Corsair       | AM=2 |  A=5ES   |   8  |   5   |  9 | Aw+1 |  Spells  |
       |               |      |          |      |       |    |      |          |
       |               |      |          |      |       |    |      |          |
____________________________________________________________________________________
Race____|_Name__________|_Min_|_Gas_|_Time_|_Supply_|_Hit Points_|_Armor_|_Shields_|
Terran  | SCV           |  50 |   0 |   20 |    1   |      60    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Marine        |  50 |   0 |   24 |    1   |      40    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Firebat       |  50 |  25 |   24 |    1   |      50    |   1   |    0    |
       |               |     |     |      |        |            |       |         |
       | Ghost         |  25 |  75 |   50 |    1   |      45    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Vulture       |  75 |   0 |   30 |    2   |      80    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Siege Tank    | 150 | 100 |   50 |    2   |     150    |   1   |    0    |
       | (Tank Mode)   |     |     |      |        |            |       |         |
       |               |     |     |      |        |            |       |         |
       | Siege Tank    |  NA |  NA |   NA |   NA   |     150    |   1   |    0    |
       | (Siege Mode)  |     |     |      |        |            |       |         |
       |               |     |     |      |        |            |       |         |
       | Goliath       | 100 |  50 |   40 |    2   |     125    |   1   |    0    |
       |               |     |     |      |        |            |       |         |
       | Wraith        | 150 | 100 |   60 |    2   |     120    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Dropship      | 100 | 100 |   50 |    2   |     150    |   1   |    0    |
       |               |     |     |      |        |            |       |         |
       | Science       | 100 | 225 |   80 |    2   |     200    |   1   |    0    |
       | Vessel        |     |     |      |        |            |       |         |
       |               |     |     |      |        |            |       |         |
       | Battlecruiser | 400 | 300 |  160 |    8   |     500    |   3   |    0    |
       |               |     |     |      |        |            |       |         |
       | Spider Mine   |  NA |  NA |   NA |   NA   |      20    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Nuclear       | 200 | 200 |  100 |    8   |      NA    |  NA   |   NA    |
       | Missile       |     |     |      |        |            |       |         |
       |               |     |     |      |        |            |       |         |
       | Missile       | 100 |   0 |   30 |    0   |     200    |   0   |    0    |
       | Turret        |     |     |      |        |            |       |         |
       |               |     |     |      |        |            |       |         |
       | Medic         |  50 |  25 |   30 |    1   |      60    |   1   |    0    |
       |               |     |     |      |        |            |       |         |
       | Valkyrie      | 250 | 125 |   60 |    3   |     200    |   2   |    0    |
       |               |     |     |      |        |            |       |         |
____________________________________________________________________________________
Race____|_Name__________|_Min_|_Gas_|_Time_|_Supply_|_Hit Points_|_Armor_|_Shields_|
Zerg    | Drone         |  50 |   0 |   20 |    1   |      40    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Zergling      |  25 |   0 |   28 |   0.5  |      35    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Hydralisk     |  75 |  25 |   28 |    1   |      80    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Ultralisk     | 200 | 200 |   60 |    6   |     400    |   1   |    0    |
       |               |     |     |      |        |            |       |         |
       | Defiler       |  50 | 150 |   50 |    2   |      80    |   1   |    0    |
       |               |     |     |      |        |            |       |         |
       | Broodling     |  NA |  NA |   NA |   NA   |      30    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Infested      | 100 |  50 |   40 |    1   |      60    |   0   |    0    |
       | Terran        |     |     |      |        |            |       |         |
       |               |     |     |      |        |            |       |         |
       | Overlord      | 100 |   0 |   40 |    0   |     200    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Mutalisk      | 100 | 100 |   40 |    2   |     120    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Guardian      | 150 | 200 |   40 |    2   |     150    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Queen         | 100 | 150 |   50 |    2   |     120    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Scourge       |  12 |  38 |   30 |   0.5  |      25    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Sunken Colony |  75 |   0 |   20 |    0   |     400    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Spore Colony  |  75 |   0 |   20 |    0   |     400    |   0   |    0    |
       |               |     |     |      |        |            |       |         |
       | Larva         |  NA |  NA |   NA |   NA   |      25    |  10   |    0    |
       |               |     |     |      |        |            |       |         |
       | Egg           |  NA |  NA |   NA |   NA   |     200    |  10   |    0    |
       |               |     |     |      |        |            |       |         |
       | Lurker        | 125 | 125 |   40 |    2   |     125    |   1   |    0    |
       |               |     |     |      |        |            |       |         |
       | Devourer      | 250 | 150 |   40 |    2   |     250    |   2   |    0    |
       |               |     |     |      |        |            |       |         |
____________________________________________________________________________________
Race____|_Name__________|_Min_|_Gas_|_Time_|_Supply_|_Hit Points_|_Armor_|_Shields_|
Protoss | Probe         |  50 |   0 |   20 |    1   |      20    |   0   |   20    |
       |               |     |     |      |        |            |       |         |
       | Zealot        | 100 |   0 |   40 |    2   |      80    |   1   |   80    |
       |               |     |     |      |        |            |       |         |
       | Dragoon       | 125 |  50 |   40 |    2   |     100    |   1   |   80    |
       |               |     |     |      |        |            |       |         |
       | High Templar  |  50 | 150 |   50 |    2   |      40    |   0   |   40    |
       |               |     |     |      |        |            |       |         |
       | Archon        |  NA |  NA |   20 |   NA   |      10    |   0   |  350    |
       |               |     |     |      |        |            |       |         |
       | Reaver        | 200 | 100 |   70 |    4   |     100    |   0   |   80    |
       |               |     |     |      |        |            |       |         |
       | Scarab        |  15 |   0 |    7 |    0   |      NA    |  NA   |   NA    |
       |               |     |     |      |        |            |       |         |
       | Shuttle       | 200 |   0 |   60 |    2   |      80    |   1   |   60    |
       |               |     |     |      |        |            |       |         |
       | Observer      |  25 |  75 |   40 |    1   |      40    |   0   |   20    |
       |               |     |     |      |        |            |       |         |
       | Scout         | 300 | 150 |   80 |    3   |     150    |   0   |  100    |
       |               |     |     |      |        |            |       |         |
       | Carrier       | 350 | 250 |  140 |    8   |     300    |   4   |  150    |
       |               |     |     |      |        |            |       |         |
       | Interceptor   |  25 |   0 |   20 |    0   |      40    |   0   |   40    |
       |               |     |     |      |        |            |       |         |
       | Arbiter       | 100 | 350 |  160 |    4   |     200    |   1   |  150    |
       |               |     |     |      |        |            |       |         |
       | Photon Cannon | 150 |   0 |   50 |    0   |     100    |   0   |  100    |
       |               |     |     |      |        |            |       |         |
       | Dark Templar  | 125 | 100 |   50 |    2   |      80    |   1   |   40    |
       |               |     |     |      |        |            |       |         |
       | Dark Archon   | 250 | 200 |   20 |    4   |      25    |   1   |  200    |
       |               |     |     |      |        |            |       |         |
       | Corsair       | 150 | 100 |   40 |    2   |     100    |   1   |   80    |
       |               |     |     |      |        |            |       |         |
       |               |     |     |      |        |            |       |         |
------------------------------------------------------------------------------------


UNIT DESCRIPTIONS

SCV
---

Minerals      - 50
Vespene Gas   -  0
Build Time    - 20
Supplies      -  1
Hit Points    - 60
Armor         -  0
Shields       -  0
Type          - ground; biological; small

Ground        - weapon   : Fusion Cutter
             - damage   : 5 normal
             - cooldown : 15
             - range    : 1
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 7
Upgrades      - none
Prerequisites - Command Center
Abilities     - ground attack
             - build
             - gather
             - repair

Quotes        - ready    : "SCV, good to go, sir."
             - selected : "Yes, sir?"
                        : "Orders, Captain?"
                        : "I read you."
                        : "Reportin for duty."
             - annoyed  : "Come again, Captain?"
                        : "I'm not readin you clearly."
                        : "You ain't from around here, are you?"
                        : "I can't believe they put me in one o these
                              things!"
                        : "I told 'em I was claustrophobic, I gotta get
                              outta here!"
                        : "I'm stuck in here tighter than a frog butt
                              in a Watermelon C-5"
                                   --------------
                                         |
                                         |
                                         -----> This is just a wild guess
                                                on what he's really
                                                sayin since it's too
                                                fast and I just can't
                                                get it right. =p

             - ordered  : "Affirmative."
                        : "Roger that."
                        : "Right away, sir."
                        : "Orders received."
             - error    : "I can't build there, somethin's in the way."
                        : "I can't build there!"
             - built    : "Job's finished."

Misc. Data    - Terrans scream of versatility, and the SCV is one of the
               many manifestations of this. First of all, it has 60 HP
               which is a lot compared to the 40 HP of the Zerg drone
               and the 20 HP / 20 Shield attribute of the Protoss probe.
               Second, not only can it gather resources and construct
               buildings like the other two workers in the game, it can
               also REPAIR every single damaged mechanical unit! With
               this ability, battered armies may very well live to fight
               (and win) another day without having to train and build
               tons of reinforcements. Lastly, the SCV is also the only
               biological unit that is ALSO REPAIRABLE, meaning they
               could replenish each other's HP while some of them work
               on the larger mechanical units in the game.


Marine
------

Minerals      - 50
Vespene Gas   -  0
Build Time    - 24
Supplies      -  1
Hit Points    - 40
Armor         -  0
Shields       -  0
Type          - ground; biological; small

Ground        - weapon   : Gauss Rifle
             - damage   : 6 normal
             - cooldown : 15
             - range    : 4
Air           - weapon   : Gauss Rifle
             - damage   : 6 normal
             - cooldown : 15
             - range    : 4

Sight         - 7
Upgrades      - ground weapon : damage + 1
                             : range  + 1
             - air weapon    : damage + 1
                             : range  + 1
             - spells        : Stim Pack
Prerequisites - Barracks
Abilities     - ground attack
             - air attack
             - Stim Pack

Quotes        - ready    : "You wanna piece o me, boy?"
             - selected : "Commander?"
                        : "Standin by..."
                        : "Checked up and good to go."
                        : "Give me somethin to shoot."
             - annoyed  : "We gotta move."
                        : "Are you gonna give me orders?"
                        : "Oh my God, he's whacked!"
                        : "I'd vote we frag this commander!"
                        : "How do I get outta this chicken shi(BEEP)tty
                              outfit?"
                        : "You wanna piece o me, boy?"
                        : "If it weren't for these damned neural implants
                              you'd be a smokin crater by now..."
             - ordered  : "Go, go, go!"
                        : "Let's move."
                        : "Outstanding."
                        : "Rock 'n roll!"

Misc. Data    - The marine is yet another manifestation of the versatility
               of the Terran race, for this is the only basic unit in
               the game that can target and attack air units. While not
               a very good match for the two other basic units in the
               game, marines can prove to be very useful a little later
               on, when Bunkers are built or Stim Packs are researched.
               This ability reduces a marine's life by 10, but increases
               both his movement and attack speed dramatically.


Firebat
-------

Minerals      - 50
Vespene Gas   - 25
Build Time    - 24
Supplies      -  1
Hit Points    - 50
Armor         -  1
Shields       -  0
Type          - ground; biological; small

Ground        - weapon   : Flame Thrower
             - damage   : 16 concussive splash
             - cooldown : 22
             - range    : 1
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 7
Upgrades      - ground weapon : damage + 2
             - spells        : Stim Pack
Prerequisites - Barracks
             - Academy
Abilities     - ground attack
             - Stim Pack

Quotes        - ready    : "Need a light?"
             - selected : "Yes?"
                        : "You got my attention."
                        : "Fire it out!"
             - annoyed  : "Ahahhh, that's what I thought."
                        : "I love the smell of napalhhhm."
                        : "Nuthin like a goood smoke..."
                        : "Are you tryin to get invited to my next barbeque?"
                        : "Got any questions about propane?"
                        : "Or, propane accessories?"
             - ordered  : "Naturally"
                        : "Slammin'"
                        : "You got it!"
                        : "Let's burn!"

Misc. Data    - Marines are not likely to succeed in battling their mineral's
               worth of the other two races' basic units, but alongside
               firebats, even if the opponent also has his next level
               units, they have a chance. The marines' versatility has
               decreased his effectivity in both land and air encounters,
               thus in the early stages of the match he needs the help
               of a unit made solely for ground wars, and the firebat
               is the only one early-to-come-out enough to help him out.
               Firebats eat the other two races' basic units like crap,
               but it's they who do crap damage on buildings which are
               supposed to be the marines' job. The two really complement
               each other, so learn to use them well as a team and you'll
               win a game in less than 10 minutes.


Ghost
-----

Minerals      - 25
Vespene Gas   - 75
Build Time    - 50
Supplies      -  1
Hit Points    - 45
Armor         -  0
Shields       -  0
Type          - ground; biological; small

Ground        - weapon   : C-10 Canister Rifle
             - damage   : 10 concussive
             - cooldown : 22
             - range    : 7
Air           - weapon   : C-10 Canister Rifle
             - damage   : 10 concussive
             - cooldown : 22
             - range    : 7

Sight         - 9
Upgrades      - ground weapon : damage + 1
             - air weapon    : damage + 1
             - sight         : range  + 2
             - spells        : Cloak
                             : Lockdown
                             : energy + 50
Prerequisites - Barracks
             - Academy
             - Science Facility w/ Covert Ops
Abilities     - ground attack
             - air attack
             - Cloak
             - Lockdown
             - Nuclear Strike

Quotes        - ready    : "Somebody called for an exterminator?"
             - selected : "Ghost reportin..."
                        : "I'm here..."
                        : "Finally..."
                        : "Call the shots."
             - annoyed  : "You callin down the thunder?"
                        : "Now reap the whirlwind!"
                        : "Keep it up! I DARE ya..."
                        : "I'm about to overload my aggression inhibitors."
             - ordered  : "I hear that."
                        : "I'm gone."
                        : "Never knowww what hit 'em"
                        : "I'm all over it."

Misc. Data    - Ghosts are your basic spell casters, and should normally
               not come out early in the game. They require a Science
               Facility with an attached Covert Ops, which is quite at
               the top of the Terran tech tree. The only way you can
               have them early in the game is to NOT build a single
               attacking unit until the Covert Ops is built, which is
               VERY risky. The rewards are handsome though, especially
               if you've also already armed your Nuclear Silo (get what
               I mean?) If you really went straight for the nuke, chances
               are (if you ain't dead yet) the opponent hasn't prepared
               for that kind of assault. Now go ahead and NUKE him!!
               Defensively however, they can still play a big role in
               saving your own hide through their Lockdown spell. This
               spell prevents an enemy unit from making any action at
               all, and while he is in this state, can be attacked with
               impunity by any of your units. The sad part is this spell
               would only work on non-biological units, thus is useless
               on the Zerg, where ALL units are biological. Wait, did
               I forget to say ghost deal damage like babies? Well, they
               do, so don't even think of investing on an army of ghost
               cause they won't do much on the battlefield, especially
               if your opponent is a Zerg.


Vulture
-------

Minerals      - 75
Vespene Gas   -  0
Build Time    - 30
Supplies      -  2
Hit Points    - 80
Armor         -  0
Shields       -  0
Type          - ground; mechanical; medium

Ground        - weapon   : Fragmentation Grenade
             - damage   : 20 concussive
             - cooldown : 30
             - range    : 5
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 8
Upgrades      - ground weapon : damage + 2
             - movement      : speed  x 2
             - Spider Mines
Prerequisites - Factory
Abilities     - ground attack
             - Spider Mines

Quotes        - ready    : "Awright, bring it on!"
             - selected : "Whadda you want!?"
                        : "Yeah?"</pre><pre id="faqspan-4">
                        : "I read ya, SIR! (sarcastic)"
                        : "Somethin on your mind?"
             - annoyed  : "Somethin you wanted?"
                        : "I don have time to f(BEEP)ck around!!!"
                        : "You keep pushin me, BOY!!..."
                        : "And I'll scrap YOU along with the aliens!!"
             - ordered  : "Yeah I'm goin..."
                        : "I dig!"
                        : "No problem!"
                        : "Oh, is that it!?"

Misc. Data    - At 75 minerals, this vehicle can very well be a good
               replacement for the seemingly all-purpose marine. Though
               they cannot attack airborne opponents, they deal kick-@$$
               damage on the ground. Furthermore, if coupled with a speed
               upgrade and more importantly the ability to plant spider
               mines, an army of these vultures can be a royal pain in
               the hide in the early stages of the game. The spider mines,
               by the way, are little spider-shaped robots that plant
               themselves in the ground immediately after being deployed
               by their respective vultures. They then become ultra sensitive
               and automatically unburrow themselves at the sight of an
               enemy ground unit. They then "run" for the said unit and
               explode on impact, dealing insane splash damage. Oh and,
               you can only have three of these per vulture, and they're
               non-replenishable.


Siege Tank
----------

Minerals      - 150
Vespene Gas   - 100
Build Time    -  50
Supplies      -   2
Hit Points    - 150
Armor         -   1
Shields       -   0
Type          - ground; mechanical; large

Ground        - weapon   : Arclite Cannon
             - damage   : 30 explosive
             - cooldown : 37
             - range    : 7
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a
Siege Mode    - weapon   : Arclite Shock Cannon
             - damage   : 70 explosive splash
             - cooldown : 75
             - range    : 12

Sight         - 10
Upgrades      - ground weapon : damage + 3
             - siege weapon  : damage + 5
             - abilities     : Siege Mode
Prerequisites - Factory w/ Machine Shop
Abilities     - ground attack
             - siege attack
             - Siege Mode/Tank Mode

Quotes        - ready    : "Ready to roll out!"
             - selected : "Yes, sir!"
                        : "Destination..."
                        : "Identify target..."
                        : "Orders, sir!"
             - annoyed  : "Dat,dararaw,daw,DAT,DARARAW,DAW"
                           -------------------------------
                                          |
                                          |
                                          -----> to the tune of "Ride
                                                 of the Valkyries".

                        : "I'm about to drop the hammer..."
                        : "And dispense some indiscriminate justice!"
                        : "What is you major malfunction!?"
             - ordered  : "Move it!"
                        : "Proceeding..."
                        : "Delighted to, sir!"
                        : "Absolutely..."

Misc. Data    - Being the longest attack ranging unit in the game, the
               siege tank's range of attack is the only one that even
               exceeds its own sight range! It still won't be able to
               attack units it can't see, but if other allies are there
               to see those units for it, then it can very well wreck
               ground-breaking havoc! And not only that, the siege tank
               is also the most damaging non-suicidal unit in the game,
               dealing a whooping 70 damage whereas the next highest
               is a distant 40. Of course, the above comments refer to
               the siege tank in siege mode, otherwise it is pointless
               to attack. In my honest opinion, the siege tank's tank
               mode exists only to give the said unit its mobility, since
               a siege moded siege tank cannot move.


Goliath
-------

Minerals      - 100
Vespene Gas   -  50
Build Time    -  40
Supplies      -   2
Hit Points    - 125
Armor         -   1
Shields       -   0
Type          - ground; mechanical; large

Ground        - weapon   : Twin Autocannons
             - damage   : 12 normal
             - cooldown : 22
             - range    : 5
Air           - weapon   : Hellfire Missile Pack
             - damage   : 20 explosive
             - cooldown : 22
             - range    : 5

Sight         - 8
Upgrades      - ground weapon : damage + 1
             - air weapon    : damage + 4
Prerequisites - Factory
             - Armory
Abilities     - ground attack
             - air attack

Quotes        - ready    : "Goliath online."
             - selected : "Go ahead, tac-com."
                                     -------
                                        |
                                        |
                                        -----> again, another one of
                                               my wild guesses

                        : "Comlink online."
                        : "Channel open."
                        : "Systems functional."
             - annoyed  : "MilSpec ED209 online."
                                   -----
                                     |
                                     |
                                     -----> from Robocop

                        : "Checklist protocol, initiating..."
                        : "Primary level one, diagnostic."
                        : "USDA selected."
                        : "FDIC approved."
                        : "Checklist completed, SOB..."
             - ordered  : "Acknowledged, HQ."
                        : "Nav-com locked."
                        : "Confirmed."
                        : "Target designated." (with observer SFX)

Misc. Data    - One of the cooler-looking units in the game, the goliath
               resembles those robots found in the game "Mechwarrior"---
               headless androids with guns for arms, piloted by human
               beings situated in their upper bodies. Their ability to
               attack both ground and air units makes them qualified
               to replace your marines, but since they cost a lot more,
               walk slower, and take up more space, that may not be a
               very good idea. What you CAN do with them is situate
               them near Missile Turrets, since the two work mighty well
               together in repelling the opponent's basic air units.
               Missile Turrets detect the cloaked attackers, while the
               goliath finishes them all off, dealing double the Missile
               Turret's damage on air units.


Wraith
------

Minerals      - 150
Vespene Gas   - 100
Build Time    -  50
Supplies      -   2
Hit Points    - 150
Armor         -   1
Shields       -   0
Type          - air; mechanical; large

Ground        - weapon   : Burst Lasers
             - damage   : 8 normal
             - cooldown : 30
             - range    : 5
Air           - weapon   : Gemini Missiles
             - damage   : 20 explosive
             - cooldown : 22
             - range    : 5

Sight         - 7
Upgrades      - ground weapon : damage + 1
             - air weapon    : damage + 2
             - spells        : Cloaking
                             : energy + 50
Prerequisites - Starport
Abilities     - ground attack
             - air attack
             - flight
             - Cloaking

Quotes        - ready    : "Wraith aaawaiting launch orders."
             - selected : "Go ahead, commander."
                        : "Transmit coordinates."
                        : "Standing by..."
                        : "Reporting in..."
             - annoyed  : "Last transmission breaking up, come back."
                        : "I'm just curious, why am I so good?"
                        : "I gotta get me one o these..."
                        : "You know who the best darn fighter in the
                              fleet is?"
                        : "Yours truly."
                        : "Everybody's gotta die sometime, Red..."
                        : "I am the invincible, that's right!"
             - ordered  : "Coordinates received."
                        : "Attack formation."
                        : "Roger."
                        : "Sector locked in."

Misc. Data    - At last, an airborne threat to the enemy's safety. The
               Terran wraith once again proves its race's versatile
               nature since, like the marine, though would not be at
               par with their mineral and gas' worth of the other two
               races' basic air units, come with a feature not present
               in the opposition---the Cloaking Field. With this ability,
               Terran wraiths, coupled with the clever manuevering abilities
               of its human player, can always be the first ones to open
               fire, thus gaining an instant advantage over the opposition.
               Be warned though, that every race has its detectors, and
               a smart opponent won't easily reveal where these detectors
               are. Each race's building attacker ('cept for the Zerg's
               Sunken Colony) is also a detector soooo.....watch out!!


Dropship
--------

Minerals      - 100
Vespene Gas   - 100
Build Time    -  50
Supplies      -   2
Hit Points    - 150
Armor         -   1
Shields       -   0
Type          - air; mechanical; large

Ground        - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 8
Upgrades      - none
Prerequisites - Starport w/ Control Tower
Abilities     - load and unload
             - flight

Quotes        - ready    : "Can I take your order?"
             - selected : "Go ahead, HQ."
                        : "I'm listening."
                        : "Destination?"
                        : "Input coordinates..."
             - annoyed  : "When removing your overhead luggage, please"
                              be careful."
                        : "In case of a water landing, you may be used
                              as a floatation device."
                        : "To curl chunks, please use the vomit bag in
                              front of you."
                        : "Keep your arms and legs inside, until this
                              ride, come to a full and complete stop."
             - ordered  : "In the pipe, five by five."
                        : "Hang on, we're in for some chops..."
                        : "In transit, HQ."
                        : "Buckle up."
                        : "Strap yourselves in, boys."
                        : "I copy that."

Misc. Data    - There are cases when only a ground unit can do the job
               but there are just too many blocking factors in thr terrain
               (eg. bodies of water) that no ground unit could pass through.
               And this is where the dropship butts in. Its ability to
               load and unload different ground units in the game can
               prove very useful in countless situations, situations
               like having to go around a tough frontal defense, needing
               to expand on an island, etc, etc, etc. Each dropship has
               eight small slots with which to hold its units, but not
               all units occupy only one slot. The vulture, for example,
               occupies two slots while the siege tank occupies four.


Science Vessel
--------------

Minerals      - 100
Vespene Gas   - 225
Build Time    -  80
Supplies      -   2
Hit Points    - 200
Armor         -   1
Shields       -   0
Type          - air; mechanical; large

Ground        - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 10
Upgrades      - spells        : Irradiate
                             : EMP Shockwave
                             : energy + 50
Prerequisites - Starport
             - Science Facility
Abilities     - flight
             - detector
             - Defensive Matrix
             - Irradiate
             - EMP Shockwave

Quotes        - ready    : "Explorer reporting."
             - selected : "Ah, greetings, command."
                        : "Transmit orders."
                        : "Receiving, headquarters."
                        : "We have you on visual."
             - annoyed  : "I like the cut of your jib!"
                        : "E=MC...doh, let me get my notepad..."
                        : "Ah, fusion, eh? I'll have to remember that."
                        : "Eck, who sent all these lab monkeys free?"
                        : "I think we may have a gas leak." (w/ tiny voice)
                        : "Do any of you fools know who to shut off
                              this infernal contraption?"
                        : "Ahh, the ship, out of danger." (panting)
             - ordered  : "Let's roll."
                        : "Eeexcellent!"
                        : "Commencing..."
                        : "Affirmative, sir!"

Misc. Data    - The science vessel is your advanced spell caster. Besides
               being a detector (able to see cloaked units), this vessel
               also has the inate ability to cast Defensive Matrix on
               any unit in the game. What this spell does is provide
               its beneficiary with an extra 250 HP, usually enough
               (especially for macho units) for the said beneficiary
               to break through an opponent's perimeter defenses or
               maybe just to even the odds in situations when you are
               outnumbered. The science vessel's other two spells (researched
               at the Science Facility) are the Irradiate and the EMP
               Shockwave. The former is a spell cast on biological units,
               and acts like an insecticide---envelop the unfortunate
               victim in a large green sphere of gas which reduces his
               HP by the second until he dies (or gets REALLY low on
               life). As a side effect, this unit will occasionally go
               berserk and try to come in contact with his allies, therefore
               reducing their HP as well. If one of your units gets infected,
               better send him somewhere far from your armies (if possible
               to the opponent's armies so as to infect them too) or
               you'll regret it. Now for the EMP Schockwave. This spell
               may only be cast on units with energy fields, since its
               main effect is to reduce all that can be charged up into
               ZERO. And as a plus, Protoss shields are also affected
               by this spell, thus are generally cut down to half their
               lives on impact.


Battlecruiser
-------------

Minerals      - 400
Vespene Gas   - 300
Build Time    - 160
Supplies      -   8
Hit Points    - 500
Armor         -   3
Shields       -   0
Type          - air; mechanical; large

Ground        - weapon   : ATS Laser Battery
             - damage   : 25 normal
             - cooldown : 30
             - range    : 6
Air           - weapon   : ATA Laser Battery
             - damage   : 25 normal
             - cooldown : 30
             - range    : 6

Sight         - 11
Upgrades      - ground weapon : damage + 3
             - air weapon    : damage + 3
             - spells        : Yamato Gun
                             : energy + 50
Prerequisites - Starport
             - Science Facility w/ Physics Lab
Abilities     - ground attack
             - air attack
             - flight
             - Yamato Gun

Quotes        - ready    : "Battlecruiser operational."
             - selected : "Old cruiser, reporting."
                        : "Receiving transmission."
                        : "Good day, commander."
                        : "Hailing frequencies open."
             - annoyed  : "Identify yourself."
                        : "Shields up, weapons online."
                        : "Not equipped with shields...well then buckle
                              up!!"
                        : "I reeealy have to go, number one.
             - ordered  : "Make it happen."
                        : "Set a course."
                        : "Take it slow."
                        : "Engage."

Misc. Data    - The grandaddy of all air units, the battlecruiser not
               only has high HP, high armor, and high damage weapons,
               it is HUGE! (quite intimidating, huh?) And besides that
               no other large air unit can put up a one-on-one match
               with this gargantuan since it has a spell that is destined
               to give it the upperhand anytime, anywhere---the Yamato
               Gun!!! This baby does 250 damage on absolutely ANYTHING
               at all, instant death for most units, certain death for
               the rest. Battlecruisers may be slow, and they may also
               be quite useless if left alone, but let me assure you
               that twelve of these, especially if fully charged and
               upgraded, can carve a HUUUUUGE hole in the opponent's
               main base, well-fortified or not.


Spider Mine
-----------

Minerals      - n/a
Vespene Gas   - n/a
Build Time    - n/a
Supplies      - n/a
Hit Points    -  20
Armor         -   0
Shields       -   0
Type          - ground; small

Ground        - weapon   : itself
             - damage   : 125 suicidal explosive splash
             - cooldown : n/a
             - range    : 4
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 7
Upgrades      - none
Prerequisites - Vulture
Abilities     - massive damage
             - burrow

Quotes        - ready    : \
             - selected :  \    none
             - annoyed  :  /  of course
             - ordered  : /

Misc. Data    - As mentioned above, the spider mines are little spider-shaped
               robots that plant themselves in the ground immediately
               after being deployed by their respective vultures. They
               then become ultra sensitive and automatically unburrow
               themselves at the sight of an enemy ground unit. They
               then "run" for the said unit and explode on impact, dealing
               insane splash damage. Oh and, you can only have three
               of these per vulture, and they're non-replenishable.


Nuclear Missile
---------------

Minerals      - 200
Vespene Gas   - 200
Build Time    - 100
Supplies      -   8
Hit Points    - n/a
Armor         - n/a
Shields       - n/a
Type          - air; small

Ground        - weapon   : itself
             - damage   : 500 suicidal normal splash
             - cooldown : n/a
             - range    : n/a
Air           - weapon   : itself
             - damage   : 500 suicidal normal splash
             - cooldown : n/a
             - range    : n/a

Sight         - n/a
Upgrades      - n/a
Prerequisites - Command Center w/ Nuclear Silo
             - Ghost
Abilities     - massive damage

Quotes        - ready    : \
             - selected :  \    none
             - annoyed  :  /  of course
             - ordered  : /

Misc. Data    - If only these nukes didn't need the help of a Terran ghost
               to be launched, they'd make the Terran race the ultimate
               race in Starcraft. They do 500 damage (SPLASH!!) on their
               targets, and cannot be blasted off the sky or deflected
               like in the movies. There are, however, two counters:
               one is to destroy the Nuclear Silo from which that nuke
               came, which is quite tough to pull of, and two, the easier
               way, is to kill the ghost who helped launch it. You may
               cloak the ghost to give him a hard time, but a red blinking
               dot appears on the nuke's target area and is easily visible
               for a keen eye. And if those downfalls aren't enough,
               every player in the game gets a "Nuclear Launch Detected"
               message everytime you launch a nuke to make them more
               aware of the situation. But really it's the blinking red
               spot which I found to be most frustrating since it's what
               most people see first when they try look for my dreaded
               ghost, so I thought of a plan. (Try this, it actually
               works, but with practice) What I do is, use two ghost
               to launch two nukes ALMOST simultaneously. The timing
               here is tricky, but if you get it right, it would seem
               as if the red spot ain't blinkin no more, and that's cause
               whenever the red spot of the first nuke blinks, the other
               appears and vice versa.


Missile Turret
--------------

Minerals      - 100
Vespene Gas   -   0
Build Time    -  30
Supplies      -   0
Hit Points    - 200
Armor         -   0
Shields       -   0
Type          - ground; large

Ground        - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a
Air           - weapon   : Longbolt Missile
             - damage   : 20 explosive
             - cooldown : 15
             - range    : 7

Sight         - 11
Upgrades      - none
Prerequisites - Engineering Bay
Abilities     - air attack
             - detector

Quotes        - ready    : \
             - selected :  \    none
             - annoyed  :  /  of course
             - ordered  : /

Misc. Data    - The Missile Turrent is the only attacking building the
               Terran race has to offer, and has definitely proven itself
               to be invaluable in countless situations. Besides automatically
               attacking every single enemy air unit in sight, it is a
               detector, meaning cloaked wraiths have no chance of entering
               an opponent's Missile Turret filled base unharmed. Beware
               though, since these building attackers will only prove
               useful until the opponent decides to build higher level
               units like the battlecruiser, the carrier, and especially
               the guardian. These units can whack tons of Missile Turrets
               without suffering a scratch, so the only way to effectively
               defend against them is providing air-to-air encounters.



Drone
-----

Minerals      - 50
Vespene Gas   -  0
Build Time    - 20
Supplies      -  1
Hit Points    - 40
Armor         -  0
Shields       -  0
Type          - ground; biological; small

Ground        - weapon   : Spines
             - damage   : 5 normal
             - cooldown : 8
             - range    : 1
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 7
Upgrades      - none
Prerequisites - Larva
Abilities     - ground attack
             - burrow
             - build (morph)
             - gather

Quotes        - ready    : \
             - selected :  \     just a whole
             - annoyed  :  /  lotta yucky growls
             - ordered  : /

Misc. Data    - Drones are the worst workers in the game. Not only are
               they the worst in terms of attacking, since they have
               a cooldown rate slower than the SCV's while at the same
               time a sight range shorter than the probe's, they are
               especially pathetic in building construction, since besides
               requiring Creep---which is only possible upon the presence
               of a Hatchery/Lair/Hive coz Creep Colonies only EXTEND,
               not create Creep---these drones BECOME the building they
               are supposed to construct therefore making you one worker
               short. You think Zerg buildings are so cheap? That's
               cause you have to add 50 minerals (for the drone that
               will morph into them) to get their REAL price. Oh and
               I almost forgot, there is one researchable ability the
               drone, like all the other zerg ground units 'cept the
               ultralisk, has besides its main functions, the Burrow.
               With it, a Zerg ground unit can dig a whole in the ground
               and bury itself there, safe from enemy sight. It's almost
               the same as cloaking, but the unit won't be able to do
               anything til it decides to unburrow itself.


Zergling
--------

Minerals      -  25
Vespene Gas   -   0
Build Time    -  28
Supplies      -   0.5
Hit Points    -  35
Armor         -   0
Shields       -   0
Type          - ground; biological; small

Ground        - weapon   : Claws
             - damage   : 5 normal
             - cooldown : 8
             - range    : 1
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 5
Upgrades      - ground weapon : damage   + 1
                             : cooldown - 2
             - movement      : speed    x 2
Prerequisites - Larva
             - Spawning Pool
Abilities     - ground attack
             - burrow

Quotes        - ready    : \
             - selected :  \     just a whole
             - annoyed  :  /  lotta yucky growls
             - ordered  : /

Misc. Data    - "Quantity over quality", not the other way around, is
               the main idea or motto of a good Zerg player, thus his
               units will always be weaker than the other two races',
               but rest assured their numbers will compensate for that
               weakness, and the Zerg's basic attacking unit, the Zergling,
               is one of the best examples of this concept. Despite its
               relative weakness compared to the Terran marine and the
               Protoss zealot, they are on a "buy one, take one" basis,
               meaning 50 minerals and 1 supply (same price for the
               Terran marine) will yield TWO zerglings under your command!
               They have a combined HP of 70 as well as a combined attack
               damage of 10, compared to the marine's 40HP-6N offer.
               This also works for the Protoss zealot, since they come
               in the mineral and supply's worth of FOUR zerglings!


Hydralisk
---------

Minerals      - 75
Vespene Gas   - 25
Build Time    - 28
Supplies      -  1
Hit Points    - 80
Armor         -  0
Shields       -  0
Type          - ground; biological; medium

Ground        - weapon   : Needle Spines
             - damage   : 10 explosive
             - cooldown : 15
             - range    : 4
Air           - weapon   : Needle Spines
             - damage   : 10 explosive
             - cooldown : 15
             - range    : 4

Sight         - 6
Upgrades      - ground weapon : damage + 1
                             : range  + 1
             - air weapon    : damage + 1
                             : range  + 1
             - movement      : speed  x 2
Prerequisites - Larva
             - Hydralisk Den
Abilities     - ground attack
             - air attack
             - burrow

Quotes        - ready    : \
             - selected :  \     just a whole
             - annoyed  :  /  lotta yucky growls
             - ordered  : /

Misc. Data    - Zerglings may be the star of the early two minute show,
               but once Bunkers are built or zealots increase in number,
               they suddenly become useless critters. And this is where
               the hydralisk---one of the best units in the game---butts
               in. It provides your zerglings good cover, and can be
               used to keep your opponent's units occupied while your
               zerglings take on his workers. This strategy is suicidal
               for players of equal skill, but you get to finish off
               at the very least half his workers. This will hamper his
               production a bit so by the time all your units are disposed
               of, a new, more powerful batch should be raring to go.
               This is one of the easiest ways to win and should be second
               nature to all good Zerg players out there. Another use
               for these all-purpose creatures is defense support. What
               you can always do with them is situate them (burrowed)
               near Spore Colonies, since the two work mighty well
               together in repelling the opponent's basic air units.
               Spore Colonies detect the cloaked attackers, while the
               burrowed hydralisk gives them the element of surprise
               by unburrowing and finishing them all off, saving you
               the time and space needed to construct an equal amount
               of Spore Colonies.


Ultralisk
---------

Minerals      - 200
Vespene Gas   - 200
Build Time    -  60
Supplies      -   6
Hit Points    - 400
Armor         -   1
Shields       -   0
Type          - ground; biological; large

Ground        - weapon   : Kaiser Blades
             - damage   : 20 normal
             - cooldown : 15
             - range    : 1
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 7
Upgrades      - ground weapon : damage + 3
Prerequisites - Larva
             - Ultralisk Cavern
Abilities     - ground attack

Quotes        - ready    : \
             - selected :  \     just a whole
             - annoyed  :  /  lotta yucky growls
             - ordered  : /

Misc. Data    - Wouldn't it just be prime to have an ultralisk for a pet?
               I mean, at least one of these overgrown rhino-dogs is
               enough to scare off even the thoughest of men! But anyway,
               that's just what an ultralisk is---the biggest, most
               ferocious ground unit in the game. Size (at least for
               a ground unit) has its disadvantages though, since the
               bigger a ground unit is, the more smaller ground units
               with range 3 or less attacks can surround that larger
               unit at a given time. Nonetheless, ultralisks are great
               units especially when coupled with a few other Zerg tricks
               which I would definitely love to discuss, but later on,
               in another section of the faq.


Defiler
-------

Minerals      -  50
Vespene Gas   - 150
Build Time    -  50
Supplies      -   2
Hit Points    -  80
Armor         -   1
Shields       -   0
Type          - ground; biological; medium

Ground        - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 10
Upgrades      - spells        : Plague
                             : Consume
                             : energy + 50
Prerequisites - Larva
             - Defiler Mound
Abilities     - burrow
             - Dark Swarm
             - Plague
             - Consume

Quotes        - ready    : \
             - selected :  \     just a whole
             - annoyed  :  /  lotta yucky growls
             - ordered  : /

Misc. Data    - Unlike the other two races, the Zerg's ground unit spell
               caster, the defiler, is a unit that can cast a spell with
               no charge at all, as well as replenish its own energy
               meter by means other than waiting like hell. The spell
               being refered to by BOTH these descriptions is called
               the Consume spell, during which the defiler "eats" a fellow
               Zerg ground unit, of course killing it in the process.
               This "sacrifice" adds 50 energy to the defiler, therefore
               enabling it to again cast its more offensive spells like
               Plague, which reduces an enemy building or unit HP by
               as low as one but doesn't kill it, or the Dark Swarm,
               which covers an area with a thick orange fog that disables
               any long range attacks targeting a unit within the area.


Broodling
---------

Minerals      - n/a
Vespene Gas   - n/a
Build Time    - n/a
Supplies      - n/a
Hit Points    -  30
Armor         -   0
Shields       -   0
Type          - ground; biological; small

Ground        - weapon   : Toxic Spores
             - damage   : 4 normal
             - cooldown : 15
             - range    : 1
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 5
Upgrades      - none
Prerequisites - Queen
Abilities     - ground attack

Quotes        - ready    : \
             - selected :  \     just a whole
             - annoyed  :  /  lotta yucky growls
             - ordered  : /

Misc. Data    - Broodlings are what becomes of enemy units killed by the
               queen's Spawn Broodling spell (hence the name). They
               also are in a "buy one, take one" basis like the zerglings,
               but unlike these critters, the broodlings deal laughable
               damage and can sustain only a small amount of such. And
               if that ain't bad enough, broodlings have a fixed life
               span---105 seconds to be exact---and will die even if
               they still have 100%HP left.


Infested Terran
---------------

Minerals      - 100
Vespene Gas   -  50
Build Time    -  40
Supplies      -   1
Hit Points    -  60
Armor         -   0
Shields       -   0
Type          - ground; biological; small

Ground        - weapon   : itself
             - damage   : 500 explosive splash suicidal
             - cooldown : n/a
             - range    : 1
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 5
Upgrades      - none
Prerequisites - Infested Command Center
Abilities     - ground attack
             - burrow

Quotes        - ready    : "Live for the swarm."
             - selected : "Ready to kill."
                        : "Prepare to die."
                        : "Ready to serve."
                        : "Sacrifice me."
             - annoyed  : "I am wretched."
                        : "But I am strong!"
                        : "I am the future."
                        : "I am Zerg!"
             - ordered  : "Yes."
                        : "Immediately."
                        : "Gladly."
                        : "For the Overmind."

Misc. Data    - The Zerg is the only race with units created for the sole
               purpose of being sacrificed to deal huge amounts of damage.
               Sure, I've listed a few Terran and Protoss units under
               the "suicidal" category but all of them are simply products
               of other non-suicidal units. (eg. spider mines from vultures
               and scarabs from reavers) In the Zerg's case, units like
               the Infested Terran are created to die, but not before
               dealing 500 explosive splash damage on enemy units. Keep
               in mind thought that if they are KILLED and not sacrificed,
               they will not deal any damage at all, and this gives a
               great minus on their overall effectivity in the game.
               Not only that, these cute bombs require an Infested
               Command Center, which is quite hard to aquire unless you
               got a Terran ally who's willing to give up 400 minerals
               just for you.


Overlord
--------

Minerals      - 100
Vespene Gas   -   0
Build Time    -  40
Supplies      -   0
Hit Points    - 200
Armor         -   0
Shields       -   0
Type          - air; biological; large

Ground        - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 9
Upgrades      - sight        : range + 2
             - movement     : speed x 2
             - ability      : load and unload
Prerequisites - Larva
Abilities     - provides 8 control (supplies)
             - detector
             - load and unload
             - flight

Quotes        - ready    : \
             - selected :  \     just a whole
             - annoyed  :  /  lotta yucky growls
             - ordered  : /

Misc. Data    - One of the very few manifestations of Zerg versatility,
               the overlord not only is a detector and can do some serious
               transporting for your ground units, it also is---or rather
               its main function is---a supply provider! The Zerg Hatchery/
               Lair/Hive is the worst supply-providing building in the
               game since it only gives you 1(!) supply, but to compensate
               the Zerg has under its control a supply-providing unit!
               Like the Terran and Protoss' main supply-providers, the
               overlord gives its allies a good 8 supply; but unfortunately
               unlike Terran and Protoss transports, overlords move as
               slow as hell, even after upgrading their movement speed.
               Still, their detector (and flight, I almost forgot) ability
               compensates for all that and makes them one of the most
               versatile units in the game.


Mutalisk
--------

Minerals      - 100
Vespene Gas   - 100
Build Time    -  40
Supplies      -   2
Hit Points    - 120
Armor         -   0
Shields       -   0
Type          - air; biological; small

Ground        - weapon   : Glave Wurm
             - damage   : 9 normal splash
             - cooldown : 30
             - range    : 3
Air           - weapon   : Glave Wurm
             - damage   : 9 normal splash
             - cooldown : 30
             - range    : 3

Sight         - 7
Upgrades      - ground weapon : damage + 1
             - air weapon    : damage + 1
             - ability       : Guardian Aspect
Prerequisites - Larva
             - Spire
Abilities     - ground attack</pre><pre id="faqspan-5">
             - air attack
             - flight
             - Guardian Aspect

Quotes        - ready    : \
             - selected :  \     just a whole
             - annoyed  :  /  lotta yucky growls
             - ordered  : /

Misc. Data    - The mutalisk is yet another good sign of the Zerg being
               a "quantity over quality" race. They cost a lot lower
               and are fully developed in a relatively shorter time
               compared to the other two races' basic air units, namely
               the Terran wraith and the Protoss scout. Even their mode
               of attack can serve as a big proof that the Zerg really
               do believe that large numbers are better than individual
               strength. Normally, splash damage would cause harm to
               your own allies since the damage is dealt no matter what.
               With mutalisks however, splash damage is redefined. The
               good news is mutalisk splash damage will only affect enemy
               units; the bad news is it can only affect 3 enemy units
               at a time, but it really ain't that bad, trust me, you'll
               appreciate this kind of splash, which deals 9 damage to
               the first target, 2 damage to the second, and 1 damage
               to the third, than the normal type of splash which deals
               the designated damage to ALL the units in the area, ally
               or not.


Guardian
--------

Minerals      - 150
Vespene Gas   - 200
Build Time    -  40
Supplies      -   2
Hit Points    - 150
Armor         -   0
Shields       -   0
Type          - air; biological; large

Ground        - weapon   : Acid Spore
             - damage   : 20 normal
             - cooldown : 30
             - range    : 8
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 11
Upgrades      - ground weapon : damage + 2
Prerequisites - Larva
             - Greater Spire
Abilities     - ground attack
             - flight

Quotes        - ready    : \
             - selected :  \     just a whole
             - annoyed  :  /  lotta yucky growls
             - ordered  : /

Misc. Data    - "Ain't no mountain high enough, ain't no valley low enough,
               ain't no river wide enough, to keep me from you!" This
               old yet famous song quote pretty much describes the usefulness
               of the Zerg guardian in terms of getting through whatever
               ground-based defense (building attackers in particular)
               the opponent has set up just for you. The guardian has
               an outstanding reach, rivaled only by a siege tank in
               siege mode, but since it has the inate ability to fly,
               siege tanks can't touch it, thus it is virtually unstoppable
               by any ground defense an opponent can think of, especially
               since most of these defenses are static, and if ever some
               are mobile, will still go through a tough struggle before
               finally eradicating your forces. The solution here is
               to use air units, and that's why guardians should always
               be accompanied by at least double their number of mutalisks.


Queen
-----

Minerals      - 100
Vespene Gas   - 150
Build Time    -  50
Supplies      -   2
Hit Points    - 120
Armor         -   0
Shields       -   0
Type          - air; biological; medium

Ground        - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 10
Upgrades      - spells       : Spawn Broodling
                            : Ensnare
                            : energy + 50
Prerequisites - Larva
             - Queen's Nest
Abilities     - flight
             - Parasite
             - Spawn Broodling
             - Ensnare
             - Infest Command Center

Quotes        - ready    : \
             - selected :  \     just a whole
             - annoyed  :  /  lotta yucky growls
             - ordered  : /

Misc. Data    - The queen is your advanced spell caster (even though they
               come earlier than the defiler). Besides having the fastest
               movement speed among the spell casters, this air unit
               also has the inate ability to cast Parasite on any unit
               in the game. What this spell does is provide info on
               everything that its host sees, meaning if you cast parasite
               on a retreating enemy unit, then you'll see where he's
               headed and if you're luckier than you thought, even get
               to view his entire base---through his own unit's eyes!
               The queen's other two spells (researched at the Queen's
               Nest) are the Ensnare and the Spawn Broodling. The former
               is a spell that may be cast on any unit or group of units
               in the game, and its main effect is to decrease both the
               said unit's movement and attack speed. Now for the Spawn
               Broodling. This spell may only be cast on ground units,
               and the effect is the worst you could do to an opponent---
               kill him. As a plus, two units, called broodlings, are
               spawned from the enemy unit's slain body, and though pretty
               useless, are extra units under your command nonetheless.


Scourge
-------

Minerals      -  12
Vespene Gas   -  38
Build Time    -  30
Supplies      -   0.5
Hit Points    -  25
Armor         -   0
Shields       -   0
Type          - air; biological; small

Ground        - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a
Air           - weapon   : itself
             - damage   : 110 normal suicidal
             - cooldown : n/a
             - range    : 1

Sight         - 5
Upgrades      - none
Prerequisites - Larva
             - Spire
Abilities     - air attack
             - flight

Quotes        - ready    : \
             - selected :  \     just a whole
             - annoyed  :  /  lotta yucky growls
             - ordered  : /

Misc. Data    - As the infested terran aims to sacrifice itself in order
               to deal great damage on ground opponents, the scourge
               is its airborne counterpart. Scourges are definitely a
               lot cheaper than infested terrans, and do not require
               a terran player in the game in order to come out. They
               also are, even at their cheap price, on a "buy one, take
               one" basis thus are easy to flood your base with. They
               do have their advantages however, since first of all they
               are airborne and cannot attack ground units, especially
               buildings, unless they're lifted off. Secondly, they do
               not do as much damage as the infested terran, and worse
               their damage is no splash. Lastly, they have an even shorter
               HP count and can easily be killed by air units doing nothing
               at the moment. Still, their cheap price makes them a good
               stand-by just in case the opponent pulls off a massive
               battlecruiser/guardian/carrier assault.


Sunken Colony
-------------

Minerals      -  75
Vespene Gas   -   0
Build Time    -  20
Supplies      -   0
Hit Points    - 400
Armor         -   0
Shields       -   0
Type          - ground; large

Ground        - weapon   : Subterranean Tentacles
             - damage   : 40 explosive
             - cooldown : n/a
             - range    : 1
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 10
Upgrades      - none
Prerequisites - Creep Colony
             - Spawning Pool
Abilities     - ground attack

Quotes        - ready    : \
             - selected :  \    none
             - annoyed  :  /  of course
             - ordered  : /

Misc. Data    - This is one of the two building attackers I was talking
               about, and it sure is a handy thing to have especially
               whenever your opponents plan to attack early in the game.
               Most likely he'll use a pure ground assault, and since
               this building, the Sunken Colony, attacks from below,
               your guaranteed a tough defense, at least until air
               or ultra long-range ground units arrive.


Spore Colony
------------

Minerals      -  75
Vespene Gas   -   0
Build Time    -  20
Supplies      -   0
Hit Points    - 400
Armor         -   0
Shields       -   0
Type          - ground; large

Ground        - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a
Air           - weapon   : Seeker Spores
             - damage   : 15 normal
             - cooldown : 15
             - range    : 7

Sight         - 10
Upgrades      - none
Prerequisites - Creep Colony
             - Evolution Chamber
Abilities     - detector
             - air attack

Quotes        - ready    : \
             - selected :  \    none
             - annoyed  :  /  of course
             - ordered  : /

Misc. Data    - The Spore Colony is the second attacking building the
               Zerg race has to offer, and has definitely proven itself
               to be invaluable in countless situations. Besides automatically
               attacking every single enemy air unit in sight, it is a
               detector, meaning cloaked wraiths have no chance of entering
               an opponent's Spore Colony filled base unharmed. Beware
               though, since these building attackers will only prove
               useful until the opponent decides to build higher level
               units like the battlecruiser, the carrier, and especially
               the guardian. These units can whack tons of Spore Colonies
               without suffering a scratch, so the only way to effectively
               defend against them is providing air-to-air encounters.


Larva
-----

Minerals      - n/a
Vespene Gas   - n/a
Build Time    - n/a
Supplies      - n/a
Hit Points    -  25
Armor         -  10
Shields       -   0
Type          - ground; biological; small

Ground        - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 4
Upgrades      - none
Prerequisites - Hatchery
Abilities     - morph

Quotes        - ready    : \
             - selected :  \     just a whole
             - annoyed  :  /  lotta yucky sounds
             - ordered  : /

Misc. Data    - The larva is the single most versatile unit in the game!!!
               (well, in a way, well, sort of, well...awwww maybe not!)
               Seriously though, what the larva can do is to morph itself
               into any other more useful unit in the game, thus its
               versatility. By itself it really is nothing more than
               a road hump, but with a handful of minerals, a bucket
               of processed vespene gas, and the right Zerg buildings,
               it could be ANYTHING the Zerg could dream of.


Egg
---

Minerals      - n/a
Vespene Gas   - n/a
Build Time    - n/a
Supplies      - n/a
Hit Points    - 200
Armor         -  10
Shields       -   0
Type          - ground; biological; large

Ground        - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 4
Upgrades      - none
Prerequisites - Larva
Abilities     - cancel morph

Quotes        - ready    : \
             - selected :  \     just a whole
             - annoyed  :  /  lotta yucky sounds
             - ordered  : /

Misc. Data    - Ok, I only included this for the sake of showing you its
               stats, but really you'll have nothing to do with these
               units, since you'll only see them everytime you morph
               a larva into a more useful unit, and the morphing ain't
               done yet. Of course, the only ability it has, or rather
               the only button you can click in its menu is the "Cancel
               Morph" button which would kill the egg along with the
               unit growing within it and the larva from which it came.
               The trick is to be careful when choosing the units to
               morph, since stopping an egg from morphing into another
               unit will kill the egg, thus leaving you with the task
               of waiting for another larva to come out of the Hatchery/
               Lair/Hive, and believe me, this wait can be downright
               tiresome.



Probe
-----

Minerals      - 50
Vespene Gas   -  0
Build Time    - 20
Supplies      -  1
Hit Points    - 20
Armor         -  0
Shields       - 20
Type          - ground; robotic; small

Ground        - weapon   : Particle Beam
             - damage   : 5 normal
             - cooldown : 22
             - range    : 1
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 8
Upgrades      - none
Prerequisites - Nexus
Abilities     - ground attack
             - build (warp)
             - gather

Quotes        - ready    : \
             - selected :  \  purely robotic sounds (though there is
             - annoyed  :  /   one which seems Protoss in language)
             - ordered  : /

Misc. Data    - Overall the SCV is the most versatile worker in the game,
               but if building construction and ONLY building construction
               is taken under consideration, then it would be a unanimous
               decision that the Protoss probe is the best worker in the
               game. Why? Consider this: Terran SCVs use their own arms
               and legs to construct the buildings they are assigned to,
               therefore would not be able to do anything else unless
               they leave the unfinished building unattented or they
               finish the construction altogether. Zerg drones are worse;
               they BECOME the building they're supposed to construct,
               therefore canceling all the previous uses they had as a
               worker. The Protoss probe, however, simply open portals
               when instructed to construct Protoss buildings. These
               portals send in the desired buildings by themselves, thus
               can be left alone by the probe, which in turn could either
               open more portals that send in more buildings or just
               do some serious gathering.


Zealot
------

Minerals      - 100
Vespene Gas   -   0
Build Time    -  40
Supplies      -   2
Hit Points    -  80
Armor         -   1
Shields       -  80
Type          - ground; biological; small

Ground        - weapon   : Psi Blades
             - damage   : 16 normal
             - cooldown : 22
             - range    : 1
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 7
Upgrades      - ground weapon : damage + 2
             - movement      : speed  x 2
Prerequisites - Gateway
Abilities     - ground attack

Quotes        - ready    : "My life for Aiur!"
             - selected : "What now calls?"
                        : "(may be of Protoss language)"
                        : "I long for combat."
                        : "(may be of Protoss language)"
             - annoyed  : "En taro Adun."
                        : "All for the empire."
                        : "Doom to all who threten homeworld."
             - ordered  : "Thou corrupt."
                           -------------
                                 |
                                 |
                                 -----> makes no sense so is probably
                                        really of Protoss language and
                                        I just heard wrong.

                        : "Thus I serve."
                        : "Honor guide me."
                        : "For Adun."

Misc. Data    - In my opinion one of the best units in the game, the
               zealots are the only basic attackers in the game which
               you could still use quite effectively in terms of offense
               way after 30 mins has passed. They cost the most and take
               the longest to train among the three basic attackers,
               but one could easily see how worthy a zealot is of its
               high price. And while one of them wouldn't stand a chance
               against his mineral's worth of zerglings, the more members
               a group of tightly packed zealots have, the less their
               mineral's worth of zerglings stand a chance. This is so
               because the tendency of a Zerg player battling his zerglings
               with your zealots is to leave some zerglings out, usually
               those who no longer have any gap to attack from. To
               illustrate, imagine a single zealot battling its mineral's
               worth of zerglings (four, to be exact)---not much of a
               chance, huh? Now imagine a group of six zealots tightly
               packed. It would take a little less than twenty zerglings
               to completely surround them, and that would no longer
               be a one on four situation, thus more chances of winning
               for the Protoss zealot. Also don't forget that official
               Starcraft rules state that a player is eliminated when
               he/she does not have a single building left, and it's
               the Protoss zealot that can fully take advantage of this
               rule. I mean, you can just swarm your zealots in his base,
               and though they are helpless against air units, there
               won't be enough to finish all your zealots off before
               THEY finish all HIS BUILDINGS off!


Dragoon
-------

Minerals      - 125
Vespene Gas   -  50
Build Time    -  40
Supplies      -   2
Hit Points    - 100
Armor         -   1
Shields       -  80
Type          - ground; mechanical; large

Ground        - weapon   : Phase Disruptor
             - damage   : 20 explosive
             - cooldown : 30
             - range    : 4
Air           - weapon   : Phase Disruptor
             - damage   : 20 explosive
             - cooldown : 30
             - range    : 4

Sight         - 8
Upgrades      - ground weapon : damage + 2
                             : range  + 2
             - air weapon    : damage + 2
                             : range  + 2
Prerequisites - Gateway
             - Cybernetics Core
Abilities     - ground attack
             - air attack

Quotes        - ready    : "I have returned."
             - selected : "Receiving..."
                        : "Awaiting instructions..."
                        : "Transmit."
                        : "Input command."
                        : "(may be of Protoss language)"
                        : "(may be of Protoss language)"
                        : "Make use of me."
                        : "I am needed."
             - annoyed  : "Unauthorized transmission."
                        : "Incorrect protocol."
                        : "(error tone) Drop your weapon, you have 15
                              to comply..."
                        : "5....4...3..2.1(attack sound)"
             - ordered  : "Confirmed."
                        : "Initiating..."
                        : "(may be of Protoss language)"
                        : "(may be of Protoss language)"
                        : "Commencing..."
                        : "(may be of Protoss language)"
                        : "For vengeance."

Misc. Data    - But there will always be situations where an army of zealots
               just aren't enough finish the opponent off before his
               air units eradicate them all, especially in the Terran's
               case, where buildings could be lifted off. Thus you may
               need a little help from units that can attack airborne
               enemies, and the dragoon is the cheapest way to get that
               help. These dragoons can keep your opponent's air force
               busy while your zealots go for their buildings and/or
               workers, though in rare cases, especially again in the
               Terran's case where buildings can be airborne, it may
               be the other way around. I really do not recommend attacking
               only with dragoons though, since they deal explosive damage
               thus are at a disadvantage against certain units. What
               you can always do with them is situate them near Photon
               Cannons, since the two work mighty well together in repelling
               the opponent's basic air units. Photon Cannons detect
               the cloaked attackers, while the dragoons finish them
               all off, saving you the time and space needed to construct
               an equal amount of Photon Cannons.


High Templar
------------

Minerals      -  50
Vespene Gas   - 150
Build Time    -  50
Supplies      -   2
Hit Points    -  40
Armor         -   0
Shields       -  40
Type          - ground; biological; small

Ground        - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 7
Upgrades      - spells       : Psionic Storm
                            : Hallucination
                            : energy + 50
Prerequisites - Gateway
             - Templar Archives
Abilities     - Psionic Storm
             - Hallucination
             - Archon Meld

Quotes        - ready    : "(may be of Protoss language)"
             - selected : "Your thoughts?"
                        : "(may be of Protoss language)"
                        : "I heed thy call."
                        : "State thy being."
             - annoyed  : "Your thoughts betray you."
                        : "I see you have an apetite for destruction."
                        : "And you learned to use your illusion."
                        : "But I find your lack of control disturbing."
             - ordered  : "You think as I do."
                        : "It shall be done."
                        : "My path is set."
                        : "(may be of Protoss language)"

Misc. Data    - High templars are your basic spell casters, and yet again
               serve as proof that the Protoss really do believe in its
               "Quality over quantity" slogan. These "priests" have in
               their arsenal every kind of trick to drive swarms or
               legions of enemy forces away, all by themselves! Their
               first trick: the Psionic Storm. When cast, this spell
               enables the high templar sends forth a wave of psionic
               eminations that crack like lightning and thunder in the
               brains or even circuitries of whatever unit is within
               the storm (no buildings though), and will continue to
               wear this unit or group of units out till they die or
               become really low on HP. Theese units can, however, move
               away from the affected area to stop themselves from
               sustaining any more damage. But since a single fully
               charged high templar can cast up to three of them spells,
               he's bound to take out at least one batch of attackers!
               Second trick: the Hallucination. With this spell high
               templars create an exact duplicate of the unit on which
               the spell was cast (well, two copies actually). These
               duplicates, in the enemy's eyes, are as real as can be,
               only they can't deal any damage and would immediately
               vanish upon being the target of another spell. Still,
               they are a very good way of scaring your enemies off
               till you find the time to replace those copies with the
               real deal. Third and last trick is the Archon Meld. This
               spell/ability will of course give the Protoss player an
               archon under his control, but he must know that the price
               for such a unit is the same TWO high templars used to
               cast it, since they have joined to become the archon and
               will forever be inseparable. Mind your that archons are
               also good swarm handlers since they deal a nice 30 damage
               on both air and ground units, with range 3, (not 1), and
               most importantly, of the type NORMAL SPLASH.


Archon
------

Minerals      - n/a
Vespene Gas   - n/a
Build Time    -  20
Supplies      - n/a
Hit Points    -  10
Armor         -   0
Shields       - 350
Type          - ground; large

Ground        - weapon   : Psionic Shockwave
             - damage   : 30 normal splash
             - cooldown : 20
             - range    : 2
Air           - weapon   : Psionic Shockwave
             - damage   : 30 normal splash
             - cooldown : 20
             - range    : 2

Sight         - 8
Upgrades      - ground weapon : damage + 3
             - air weapon    : damage + 3
Prerequisites - High Templar
Abilities     - ground attack
             - air attack

Quotes        - ready    : "The merging is complete."
             - selected : "We burn."
                        : "We need focus."
                        : "(of Protoss language)"
                        : "Power overwhelming!"
                           -------------------
                                    |
                                    |
                                    -----> Starcraft invinsibility cheat
                                           (for single player mode)

             - annoyed  : "It all looks so different on this side."
                        : "Break on through!"
                        : "It's beautiful..."
                        : "They should have sent a poet."
             - ordered  : "Destroy."
                        : "Annihilate."
                        : "Obliterate."
                        : "Eradicate."

Misc. Data    - Hooyaah!! Archons are the best! They rule! I could win
               most matches with one batch o them, and 2-3 batches
               for more than one opponent! Heh, well, that is, IF there
               are no Terrans with their dreaded EMP Shockwaves around.
               You see, EMP shockwaves reduce all that can be charged
               up---including shields---to zero. And since archons are
               97% shields, they won't have much to defend themselves
               with after a taste of the shockwave. But even after being
               shockwaved, archons can still wreck havoc, that is, (once
               again) IF there are no siege-moded siege tanks to finish
               them off. If there are, then you're screwed. Head back
               to your base and start warping in some air units.


Reaver
------

Minerals      - 200
Vespene Gas   - 100
Build Time    -  70
Supplies      -   4
Hit Points    - 100
Armor         -   0
Shields       -  80
Type          - ground; robotic; large

Ground        - weapon   : Scarab
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 10
Upgrades      - Scarab : capacity + 5
Prerequisites - Robotic Facility
             - Robotics Support Bay
Abilities     - ground attack
             - build Scarab

Quotes        - ready    : \
             - selected :  \      purely
             - annoyed  :  /  robotic sounds
             - ordered  : /

Misc. Data    - The Protoss is the only race with units created for the
               sole purpose of storing even more units inside their
               bodies, and these stored units, once released, would
               blindlessly attack the desired enemy units in sight. And
               the reaver is one of those units. Its sole purpose is
               to hold scarabs in its hangar, and to release these
               "bombs" towards enemy property. One of the main disadvantages
               of a reaver is its speed, since it looks like a caterpillar,
               and moves just about as slow as one. The faster ground
               units can take it out before it could take anything out,
               and if air units find their way to it, it's sure as dead.


Scarab
------

Minerals      -  15
Vespene Gas   -   0
Build Time    -   7
Supplies      -   0
Hit Points    - n/a
Armor         - n/a
Shields       - n/a
Type          - ground; medium

Ground        - weapon   : itself
             - damage   : 100 suicidal explosive splash
             - cooldown : n/a
             - range    : n/a
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - n/a
Upgrades      - ground weapon : damage + 25
Prerequisites - Reaver
Abilities     - ground attack

Quotes        - ready    : \
             - selected :  \   none since it
             - annoyed  :  /  can't be clicked
             - ordered  : /

Misc. Data    - The scarabs, as mentioned, are but ammunition for the
               mighty reaver. Their advantages include, of course, their
               damage---100 and upgradable to 125!---which makes them
               similar to the Terran spider mine, only they can't be
               killed and they can very well be replenished at the low,
               low price of 15 bucks. Scarabs are also heat-seeking,
               and will stay alive until it finds a new target in cases
               where its former target is currently unreachable (eg.
               cloaked, on stasis, or already dead)


Shuttle
-------

Minerals      - 200
Vespene Gas   -   0
Build Time    -  60
Supplies      -   2
Hit Points    -  80
Armor         -   1
Shields       -  60
Type          - air; robotic; large

Ground        - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 8
Upgrades      - movement : speed x 2
Prerequisites - Robotic Facility
Abilities     - flight
             - load and unload

Quotes        - ready    : \
             - selected :  \      purely
             - annoyed  :  /  robotic sounds
             - ordered  : /

Misc. Data    - There are cases when only a ground unit can do the job
               but there are just too many blocking factors in thr terrain
               (eg. bodies of water) that no ground unit could pass through.
               And this is where the shuttle butts in. Its ability to
               load and unload different ground units in the game can
               prove very useful in countless situations, situations
               like having to go around a tough frontal defense, needing
               to expand on an island, etc, etc, etc. Each shuttle has
               eight small slots with which to hold its units, but not
               all units occupy only one slot. The high templar, for
               example, occupies two slots while the reaver occupies
               four.


Observer
--------

Minerals      - 25
Vespene Gas   - 75
Build Time    - 40
Supplies      -  1
Hit Points    - 40
Armor         -  0
Shields       - 20
Type          - air; robotic; small

Ground        - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a
Air           - weapon   : none
             - damage   : n/a
             - cooldown : n/a
             - range    : n/a

Sight         - 9
Upgrades      - sight         : range + 2
             - movement      : speed x 2
Prerequisites - Robotics Facility
             - Observatory
Abilities     - detector
             - flight
             - permanent cloaking

Quotes        - ready    : \      purely
             - selected : /  robotic sounds
             - annoyed  : "I sense a soul in search of answers."
                           ------------------------------------
                                           |
                                           |
                                           -----> sounds like this
                                                  observer's been spying
                                                  on Adria, the witch
                                                  from the game "Diablo".

                        : "It sounds like...a huge, gargantuan, swollen,
                           ---------------------------------------------
                           bloated mushroom!"     |
                           -----------------      |
                                   |              |
                                   |              |
                                   -------------------> and again another
                                                        Diablo quote.
                                                        This time it's
                                                        from Griswold,
                                                        the game's blacksmith

                        : "One small step for man, one giant...(static)
                           ---------------------------------
                           ...Stop Poking Meeee!"     |
                              -----------------       |
                                     |                -----> ain't it
                                     |                       obvious
                                     |                       where this
                                     |                       came from?
                                     |
                                     -----> Warcraft's pissed Orc quote

                        : \ will someone help me out with these remaining
                        : / quotes? They're say something about Warcraft.

             - ordered  : >  purely robotic sounds

Misc. Data    - Observers have two highly invaluable uses: One, because
               they are relatively small, can fly, and are permanently
               cloaked, you may very well use them to scout for enemy
               units, defensively or offensively. By defensively I mean
               distributing a good number of observers way outside your
               base to warn you of any incoming attacks the opponent
               may be having just for you. On the other hand, by offensively
               I mean situating an observer somewhere in the opponent's
               base unreachable by all his detector's sight ranges put
               together. This way you can see his development as well
               as what type of units he'll use against you. This spot
               is often non-existent for good players, especially for
               the Zerg, but it won't hurt to try, after all it's just
               a measly 25 in minerals and 75 in gas. Number two, observers
               are detectors, thus will render all cloaking and burrowing
               skills of the enemy useless. Again, you may use this feature
               defensively and offensively, since you can use it to
               help detect all kinds of cloaked attackers as well as
               help take out burrowed units before swarming the opponent's
               base. All in all, the observer is a must for any semi-long
               term games or even longer.


Scout
-----

Minerals      - 300
Vespene Gas   - 150
Build Time    -  80
Supplies      -   3
Hit Points    - 150
Armor         -   0
Shields       - 100
Type          - air; mechanical; large

Ground        - weapon   : Dual Photon Blasters
             - damage   : 8 normal
             - cooldown : 30
             - range    : 4
Air           - weapon   : Anti-matter Missiles
             - damage   : 28 explosive
             - cooldown : 22
             - range    : 4

Sight         - 8
Upgrades      - ground weapon : damage + 1
             - air weapon    : damage + 2
             - sight         : range  + 2
             - movement      : speed  x 2
Prerequisites - Stargate
Abilities     - ground attack
             - air attack
             - flight

Quotes        - ready    : "Teleport successful."
             - selected : "Awaiting command."
                        : "Standing by..."
                        : "Contact."
                        : "Cho'Gall?"
                           ---------
                               |
                               |
                               -----> from Warcraft 2

             - annoyed  : "Single unstable (echoing)"
                        : "(sound waves) Psionic link, dissipating."
                        : "Adjusting your transmission..."
                        : "Adun...(voice tightening and hard to understand)"
                        : "(not sure but..)Solarized Shot Hearers reengaged."
             - ordered  : "Due yours."
                        : "(may be of Protoss language)"
                        : "Look who's acknowledged."
                           ----------
                               |
                               |
                               -----> Nah, judging by the scout pilot's
                                      noble personality, this shouldn't
                                      be true.

                        : "It will be done."

Misc. Data    - The scout, in my opinion, is the best air unit around.
               It'd be a cold day in hell before a mutalisk could take
               it out two-on-one, and even if there were three mutalisks
               against one scout, the two would get killed and the last
               one would have half its HP left. For the wraiths, two of
               them against one scout would result in one getting killed
               and the other one escaping with half his life---cool!
               On the ground, however, there are a number of units that
               can put a scout's life in danger, since its ground weapon
               is just as weak as the Terran wraith's. Examples of
               these ground units are the goliath, the hydralisk(a bunch
               of them), and the archon itself. Still, it is one of</pre><pre id="faqspan-6">
               my favorite units in the game and is the cause of many
               of my most basic wins.


Carrier
-------

Minerals      - 350
Vespene Gas   - 250
Build Time    - 140
Supplies      -   8
Hit Points    - 300
Armor         -   4
Shields       - 150
Type          - air; mechanical; large

Ground        - weapon   : Interceptor
             - damage   : 0
             - cooldown : 0
             - range    : 8
Air           - weapon   : Interceptor
             - damage   : 0
             - cooldown : 0
             - range    : 8

Sight         - 11
Upgrades      - Interceptor : capacity + 4
Prerequisites - Stargate
             - Fleet Beacon
Abilities     - ground attack
             - air attack
             - flight
             - build Interceptor

Quotes        - ready    : "Carrier has arrived."
             - selected : "Instructions?"
                        : "Your command?"
                        : "(may be of Protoss language)"
                        : "(may be of Protoss language)"
             - annoyed  : "Our enemies our legions."
                        : "And still you procrastinate."
                        : "Command, or you will be relieved..."
                        : "This is not an idle threat!"
             - ordered  : "Commencing..."
                        : "(may be of Protoss language)"
                        : "(may be of Protoss language)"
                        : "Affirmative."

Misc. Data    - Carriers take a real while to reach their full potential,
               but when they do, they'll ROCK!! (not always, but at least
               sometimes) The thing is, carriers can't survive alone,
               especially when it still doesn't have its hangar upgrade,
               which is the only upgrade that can make it somewhat stand
               a chance against the battlecruiser, the only other mothership
               in the game. Even so, a fully charged battclecruiser can
               just Yamato blast his way through half your carrier's
               life, thus is still the dominant ship. And that's why
               I really do not recommend using this air unit, which by
               the way is the second Protoss unit ever made for the sole
               purpose of storing even more units within its body. These
               units are called interceptors, and though can play a good
               role in confusing enemy units, will all explode along
               with the carrier from which they came if that carrier
               gets whacked.


Interceptor
-----------

Minerals      - 25
Vespene Gas   -  0
Build Time    - 20
Supplies      -  0
Hit Points    - 40
Armor         -  0
Shields       - 40
Type          - air; mechanical; small

Ground        - weapon   : Pulse Cannon
             - damage   : 6 normal
             - cooldown : 0
             - range    : n/a
Air           - weapon   : Pulse Cannon
             - damage   : 6 normal
             - cooldown : 0
             - range    : n/a

Sight         - n/a
Upgrades      - ground weapon : damage + 1
             - air weapon    : damage + 1
Prerequisites - Carrier
Abilities     - ground attack
             - air attack
             - flight

Quotes        - ready    : \
             - selected :  \      purely
             - annoyed  :  /  robotic sounds
             - ordered  : /

Misc. Data    - The interceptors, as mentioned, are but ammunition for
               the "mighty" carrier. They are the smallest air units
               in the game, (even smaller than the scourge in my opinion)
               and consequently use the weakest of air weapons. They
               do, however, come in fours (or eights when upgraded) thus
               are still able to wreck havoc if not properly dealt with.
               Their mode of attack is one of the coolest I've seen,
               and winning through a whole lotta interceptors really
               make a player look flashy. In the said attack mode, the
               interceptor flies in a certain loop or orbit, and at one
               point of this "loop", (usually that which is nearest the
               target) it shoots out two small beams from its Pulse Cannon
               and hits the enemy while on the way back to the carrier
               from which it came---cool, huh?


Arbiter
-------

Minerals      - 100
Vespene Gas   - 350
Build Time    - 160
Supplies      -   4
Hit Points    - 200
Armor         -   1
Shields       - 150
Type          - air; mechanical; large

Ground        - weapon   : Phase Disruptor Cannon
             - damage   : 10 explosive
             - cooldown : 45
             - range    : 5
Air           - weapon   : Phase Disruptor Cannon
             - damage   : 10 explosive
             - cooldown : 45
             - range    : 5

Sight         - 9
Upgrades      - ground attack : damage + 1
             - air attack    : damage + 1
             - spells        : Stasis Field
                             : Recall
                             : energy + 50
Prerequisites - Stargate
             - Arbiter Tribunal
Abilities     - ground attack
             - air attack
             - flight
             - Stasis Field
             - Recall
             - cloaking nearby subordinates

Quotes        - ready    : "Warp field stabilized."
             - selected : "We feel your presence."
                        : "(may be of Protoss language)"
                        : "(may be of Protoss language)"
                        : "We are vigilant."
             - annoyed  : "We sense a soul in search of answers."
                           -------------------------------------
                                            |
                                            |
                                            -----> Hey, this is what
                                                   the witch Adria says
                                                   in another Blizzard
                                                   game called "Diablo"!
                                                   Either Blizzard wants
                                                   fans of both Starcraft
                                                   and Diablo to appreciate
                                                   their work or they're
                                                   just running out of
                                                   quotes ;)

                        : "Do you seek knowledge of time travel?"
                           -------------------------------------
                                             |
                                             |
                                             -----> Another supposed
                                                    parallelism between
                                                    these two great games.
                                                    =P

                        : "We take that as a yes."
                        : "And now for your first lesson, (sinister laugh)"
                        : "(rewinding sound) Do you seek knowledge of
                              time travel?"
             - ordered  : "In Khast's name..."
                              -------
                                 |
                                 |
                                 -----> not sure, not sure.

                        : "(may be of Protoss language)"
                        : "(may be of Protoss language)"

Misc. Data    - The sole unit on the top of the Protoss tech tree, the
               arbiter is the said race's advanced spell caster---and
               its spells really are ADVANCED. Spell number one is the
               Stasis Field. It encases all units in the target area
               within a blue crystal of some sort, making these units
               invulnerable as well as immobile for a whole minute,
               which could decide the outcome of the match. They are,
               in a way, "taken out" of the game since they cannot
               attack nor can they be attacked; they also cannot cast
               spells nor be the target of any, and any abilities they
               may have had (like detector and cloaking abilities) will
               be temporarily disabled. Everything else will go on as
               if the affected units weren't there at all. Spell number
               two is called Recall. This is one of the few spells that
               may target any area in the map, and its purpose is to
               teleport all your units present in the target area to
               where the arbiter currently is. And since the arbiter
               has a third ability, the ability to cloak ALL nearby units
               (your units) in the game, casting Recall on an army of
               yours somewhere else into where your arbiter is (hopefully
               in the middle of an opponent's base) will result in you
               instantly having a cloaked army under your control!


Photon Cannon
-------------

Minerals      - 150
Vespene Gas   -   0
Build Time    -  50
Supplies      -   0
Hit Points    - 100
Armor         -   0
Shields       - 100
Type          - ground; large

Ground        - weapon   : STS Photon Cannon
             - damage   : 20 normal
             - cooldown : 22
             - range    : 7
Air           - weapon   : STA Photon Cannon
             - damage   : 20 normal
             - cooldown : 22
             - range    : 7

Sight         - 11
Upgrades      - none
Prerequisites - Forge
Abilities     - ground attack
             - air attack
             - detector

Quotes        - ready    : \
             - selected :  \    none
             - annoyed  :  /  of course
             - ordered  : /

Misc. Data    - The Photon Cannon is the only attacking building the Protoss
               race has to offer, and has definitely proven itself to
               be invaluable in countless situations. Besides automatically
               attacking every single enemy unit (ground AND air) in
               sight, it is a detector, meaning cloaked wraiths have
               no chance of entering an opponent's Photon Cannon filled
               base unharmed. Beware though, since these building attackers
               will only prove useful until the opponent decides to build
               higher level units like the battlecruiser, the carrier,
               and especially the guardian. These units can whack tons
               of Photon Cannons without suffering a scratch, so the
               only way to effectively defend against them is providing
               air-to-air encounters.


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _      ____  _   _  ____    ____  ____   ___  _   _    ____  ____  ____  ____
( \/ )    (_  _)( )_( )( ___)  (_  _)( ___) / __)( )_( )  (_  _)(  _ \( ___)( ___)
\  /       )(   ) _ (  )__)     )(   )__) ( (__  ) _ (     )(   )   / )__)  )__)
 \/  ()   (__) (_) (_)(____)   (__) (____) \___)(_) (_)   (__) (_)\_)(____)(____)


Every unit, building, and upgrade has its own immediate requirements and/
or pre-requisites. This section aims to further explain that aspect of
the game graphically so as to make it easier to comprehend. As of now,
I can only do the buildings part of the tech tree. If anyone could suggest
anyway to include the units and upgrades in this illustration without
increasing its overall width (length is just fine), please mail me bout
it, ok? Here goes:

TERRAN:

----------------
¦ Nuclear Silo ¦
----------------
 |            \
 |             \
 |         -------------- ---------------
 |         ¦ Covert Ops ¦ ¦ Physics Lab ¦
 |         -------------- ---------------
 |                      \ /
 |             -------------------- -----------------
 |             ¦ Science Facility ¦ ¦ Control Tower ¦
 |             -------------------- -----------------
 | ------------------             \ /
 | ¦ Comsat Station ¦         ------------ ----------
 | ------------------         ¦ Starport ¦ ¦ Armory ¦
 |    |           \______     ------------ ----------
 |    |                  \               \ /
 |    |  ----------  -----------     -----------     ----------------
 |    |  Â¦ Bunker ¦  Â¦ Academy ¦   _ ¦ Factory ¦ --- ¦ Machine Shop ¦
 |    |  ----------  ----------- _/  -----------     ----------------
 |    |            \      |     /                         -----------
 |    |__________   ------------  -------------------     ¦ Missile ¦
 |               \  Â¦ Barracks ¦  Â¦ Engineering Bay ¦ --- ¦ Turret  Â¦
 |______________  \ ------------  -------------------     -----------
                \  \            \ /
----------------  \  \    ------------------              ------------
¦ Supply Depot ¦   ------ ¦ Command Center ¦              Â¦ Refinery ¦
----------------          ------------------              ------------



ZERG:

                 ----------- ------------- ---------  -----------
                 Â¦ Defiler ¦ ¦ Ultralisk ¦ ¦ Nydus ¦  Â¦ Greater ¦
                 Â¦  Mound  Â¦ ¦   Cavern  Â¦ ¦ Canal ¦  Â¦  Spire  Â¦
                 ----------- ------------- ---------  -----------
                          \               \    |       /   |
                           \               --------   /    |
                            \--------------¦ Hive ¦--/     |
                                           --------        |
                                              |            |
                                      ---------------- ---------
                                      ¦ Queen's Nest ¦ ¦ Spire ¦
                                      ---------------- ---------
                                                      \   |
                                                      --------
                                                      ¦ Lair ¦
---------------- -----------------  -----------------  --------
¦ Spore Colony ¦ ¦ Sunken Colony ¦  Â¦ Hydralisk Den ¦  /     /
---------------- -----------------  ----------------- /     /
 |            \ /                \ /                / ____/
 |       ---------------- -----------------        / /
 |       ¦ Creep Colony ¦ ¦ Spawning Pool ¦ ------/ /
 |       ---------------- -----------------        /
 |      ---------------------     |        _______/
  ----- ¦ Evolution Chamber ¦     |       /
        ---------------------     |      /
                            \     |     /
                            ------------                -------------
                            ¦ Hatchery ¦                Â¦ Extractor ¦
                            ------------                -------------



PROTOSS:

              ---------------                --------------------
              ¦ Observatory ¦                Â¦ Arbiter Tribunal ¦
              ---------------                --------------------
                      \   ----------------        /  |
                       \  Â¦ Fleet Beacon ¦  _____/   |
                        \ ---------------- /         |
------------------------  \         \      /  --------------------
¦ Robotics Support Bay ¦   \   ------------   ¦ Templar Archives ¦
------------------------   |   ¦ Stargate ¦   --------------------
                 |        |   ------------           |
            ---------------------   |   -------------------
            ¦ Robotics Facility ¦   |   ¦ Citadel of Adun ¦
            ---------------------   |   -------------------
                                 \  |  /
         ------------------ --------------------
         Â¦ Shield Battery ¦ ¦ Cybernetics Core ¦
         ------------------ --------------------
                          \ /
                      ----------- ---------     -----------------
                      ¦ Gateway ¦ ¦ Forge ¦ --- ¦ Photon Cannon ¦
                      ----------- ---------     -----------------
                                \ /
---------                     ---------                ---------------
¦ Pylon ¦                     ¦ Nexus ¦                Â¦ Assimilator ¦
---------                     ---------                ---------------

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____      ____  ____  _____  ____  _____  ___  ___
( \/ )(_  _)    (  _ \(  _ \(  _  )(_  _)(  _  )/ __)/ __)
 \  /  _)(_      )___/ )   / )(_)(   )(   )(_)( \__ \\__ \
  \/  (____)()  (__)  (_)\_)(_____) (__) (_____)(___/(___/
                 ___    __    __  __  ____    __    ____   ___   _  _
                / __)  /__\  (  \/  )(  _ \  /__\  (_  _) / __) ( \( )
               ( (__  /(__)\  )    (  )___/ /(__)\  _)(_ ( (_-.  )  (
                \___)(__)(__)(_/\/\_)(__)  (__)(__)(____) \___/ (_)\_)
                 __  __  _____  ____   ____
                (  \/  )(  _  )(  _ \ ( ___)
                 )    (  )(_)(  )(_) ) )__)
                (_/\/\_)(_____)(____/ (____)


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____      ____  ____  ____  ____    __    _  _
( \/ )(_  _)(_  _)    (_  _)( ___)(  _ \(  _ \  /__\  ( \( )
\  /  _)(_  _)(_       )(   )__)  )   / )   / /(__)\  )  (
 \/  (____)(____)()   (__) (____)(_)\_)(_)\_)(__)(__)(_)\_)
                       ___    __    __  __  ____    __    ____   ___  _  _
                      / __)  /__\  (  \/  )(  _ \  /__\  (_  _) / __)( \( )
                     ( (__  /(__)\  )    (  )___/ /(__)\  _)(_ ( (_-. )  (
                      \___)(__)(__)(_/\/\_)(__)  (__)(__)(____) \___/(_)\_)
                      __  __  _____  ____   ____
                     (  \/  )(  _  )(  _ \ ( ___)
                      )    (  )(_)(  )(_) ) )__)
                     (_/\/\_)(_____)(____/ (____)


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____  ____  ____      ____  ____  ____   ___
( \/ )(_  _)(_  _)(_  _)    (_   )( ___)(  _ \ / __)
 \  /  _)(_  _)(_  _)(_      / /_  )__)  )   /( (_-.
  \/  (____)(____)(____)()  (____)(____)(_)\_) \___/
                              ___    __    __  __  ____    __    ____   ___  _  _
                             / __)  /__\  (  \/  )(  _ \  /__\  (_  _) / __)( \( )
                            ( (__  /(__)\  )    (  )___/ /(__)\  _)(_ ( (_-. )  (
                             \___)(__)(__)(_/\/\_)(__)  (__)(__)(____) \___/(_)\_)
                             __  __  _____  ____   ____
                            (  \/  )(  _  )(  _ \ ( ___)
                             )    (  )(_)(  )(_) ) )__)
                            (_/\/\_)(_____)(____/ (____)


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  _  _      ____  ____  ____  __    _____   ___  __  __  ____
(_  _)( \/ )    ( ___)(  _ \(_  _)(  )  (  _  ) / __)(  )(  )( ___)
 _)(_  )  (      )__)  )___/ _)(_  )(__  )(_)( ( (_-. )(__)(  )__)
(____)(_/\_)()  (____)(__)  (____)(____)(_____) \___/(______)(____)


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _        __    ____   ____   ____  ____  ____  _____  _  _    __    __
( \/ )      /__\  (  _ \ (  _ \ (_  _)(_  _)(_  _)(  _  )( \( )  /__\  (  )
 )  (      /(__)\  )(_) ) )(_) ) _)(_   )(   _)(_  )(_)(  )  (  /(__)\  )(__
(_/\_)()  (__)(__)(____/ (____/ (____) (__) (____)(_____)(_)\_)(__)(__)(____)
            ___    __    __  __  ____    __    ____   ___  _  _  ___
           / __)  /__\  (  \/  )(  _ \  /__\  (_  _) / __)( \( )/ __)
          ( (__  /(__)\  )    (  )___/ /(__)\  _)(_ ( (_-. )  ( \__ \
           \___)(__)(__)(_/\/\_)(__)  (__)(__)(____) \___/(_)\_)(___/


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____      __  __  __  __  __    ____  ____  ____  __      __    _  _  ____  ____
( \/ )(_  _)    (  \/  )(  )(  )(  )  (_  _)(_  _)(  _ \(  )    /__\  ( \/ )( ___)(  _ \
)  (  _)(_      )    (  )(__)(  )(__   )(   _)(_  )___/ )(__  /(__)\  \  /  )__)  )   /
(_/\_)(____)()  (_/\/\_)(______)(____) (__) (____)(__)  (____)(__)(__) (__) (____)(_)\_)
                ___  ____  ____    __    ____  ____   ___  ____  ____  ___
               / __)(_  _)(  _ \  /__\  (_  _)( ___) / __)(_  _)( ___)/ __)
               \__ \  )(   )   / /(__)\   )(   )__) ( (_-. _)(_  )__) \__ \
               (___/ (__) (_)\_)(__)(__) (__) (____) \___/(____)(____)(___/


Of course, completing every mission the single player mode has to offer
is just the tip of the iceberg. All it does is familiarize you with each
and every unit in the game, as well as provide some cool storyline details.
Now you must venture into the real Starcraft world, where your enemies
are human beings such as yourself, not some dumb AI that can only win
through an inhuman ability to simultaneously control multiple units and
give them multiple tasks. Dealing with human opponents would require a
little adjusting to, though I'm sure playing through the single player
mode should have already given you a few tips to get you started. Nevertheless,
I wrote this section to mention a few of the many multiplayer tricks and
strategies you can apply to each unit's strengths and weaknesses. Hope
you learn a lot.

Choice of Race
--------------

       One of the very first problems a Starcraft newbie would experience
is having to decide which race suits him fine. Well, this is what I have
to say: No race is at a total disadvantage, and anyone who's interested
enough can very well learn to play all three races in the game. All you
have to do is know the "theme" of each race, so as to avoid pulling off
the wrong strategy for the right race. Below is a brief description of
what each race has to offer:

The Terrans: theme         - versatility

            advantages    - repairability of most units
                          - liftoff ability of most buildings
                          - no building site requirements
                          - best military intelligence in the game
                               (via Scanner Sweep)
                          - cloaking ability of some units
                          - highly effective defense strategies
                          - the nuke

            disadvantages - buildings catch fire and burn up when low
                               on HP; and eventually explode
                          - units are next to useless without their
                               additional abilities
                          - addons are required for every building before
                               production of most units in that building
                               can take place


The Zerg:    theme         - overwhelming numbers

            advantages    - cheap units w/ fast production rate
                          - almost immune to strategies that require
                               cloaking
                          - totally immune to the Lockdown spell
                          - burrowing for most ground units
                          - teritory (Creep) cannot be built upon by
                               buildings of the other two races
                          - regeneration of HP
                          - the infested terrans

            disadvantages - loss of drones upon production of buildings
                          - only one unit-producing building
                          - does not have an all-purpose air unit


The Protoss: theme         - power and toughness

            advantages    - self-constructing buildings
                          - instantly replenishable shields
                               (via Shield Battery)
                          - best building attacker in the game
                               (Photon Cannon)
                          - best spy in the game (observer)
                          - has (but does not totally depend on) the
                               most useful spells in the game
                          - best cloaker in the game (arbiter)
                          - the archon (against Zerg and fellow Protoss)

            disadvantages - totally vulnerable to the EMP Shockwave spell
                          - the archon (against Terrans)
                          - too many building prerequisites


Choice of Game Type
-------------------

       Not knowing which game type does what to the game can mean total
loss for any Starcraft player, and while most of you would be choosing
the basic melee mode (where you start out with four workers and a worker-
producing building and play as you normally would), it won't hurt to try
all the other game types this Blizzard product has to offer, namely:

Team melee            : same as Melee mode, you still start out with
                       four workers and a headquarters, but if you and
                       another player are in the same team, you'll both
                       control the very same units! Starting out with
                       the headquarters of one race and the workers of
                       all the others is also possible here, depending
                       on how many are on one team.

Free for all          : same as Melee mode, you still start out with
                       four workers and a headquarters, but no one can
                       ally themselves among other players, and even
                       computer opponents can't form alliances.

Team free for all     : same as Free for all mode, you still start out
                       with four workers and a headquarters, and no one
                       can form any type of alliance whatsoever, but
                       there is an exception; if you and another player
                       are in the same team, you'll both control the very
                       same units!

Capture the flag      : same as Melee mode, you still start out with
                       four workers and a headquarters, but this time
                       each player is given a flag that after a few minutes.
                       That flag's location (called a "beacon") can be
                       moved once at the beginning of the game. Flags
                       can only be carried by workers (SCVs, drones,
                       and probes). Bringing an enemy flag to another
                       player's flag beacon instantly kills that flag's
                       owner.

Team capture the flag : same as Capture the flag mode, you still start out
                       with four workers and a headquarters, and bringing
                       an enemy flag to another player's flag beacon
                       instantly kills that flag's owner, but there is
                       an exception; if you and another player are in
                       the same team, you'll both control the very same
                       units, defend but one flag beacon!

Use map settings      : this type of game depends on the amount of programming
                       that went in creating the chosen map. You may
                       start out with more than four workers, or may
                       start out with none. It all depends on the map's
                       settings, this type of map may even have a storyline
                       to it, and give you a set of heroes just like in
                       the campaign mode, it really is just all up to
                       the programmer. Maps with settings other than
                       those for the other types of play are usually
                       labeled "USE MAP SETTINGS" under their titles.

One on one            : same as Melee mode, you still start out with
                       four workers and a headquarters, but the game is
                       limited to only two players: you can your opponent.

Greed                 : same as Melee mode, you still start out with
                       four workers and a headquarters, but the winner
                       is not the only one who has at least one building
                       left, rather it is the one who first gathers the
                       required amount of minerals

Slaughter             : same as Melee mode, you still start out with
                       four workers and a headquarters, but the winner
                       is not the only one who has at least one building
                       left, rather it is the one who, when the set time
                       runs out, garners the most points, which are granted
                       for every unit or building a player has killed
                       or destroyed.

Sudden Death          : same as Melee mode, you still start out with
                       four workers and a headquarters, but the winner
                       is not the only one who has at least one building
                       left, rather it is the one who first destroys
                       the enemy headquarters.

Ladder                : same as Free for all mode, you still start out
                       with four workers and a headquarters, and no one
                       can form any type of alliance whatsoever, but only
                       ladder maps are allowed, and the results will be
                       recorded and compared to other's scores, the highest
                       of which for the month will win a prize from Blizzard.


Choice of Battlefield
---------------------

       Ok, now you have to choose which battlefield suits your type of
play fine. And the answer is...you don't have to, or better yet, it ain't
about which battlefield suits your style of play fine, rather it's all
about which of the many styles of play under your arsenal suits the chosen
battlefield fine. And yes, in order to be a good Starcraft player, you
MUST have a whole lotta strategies in mind, not just one or two or even
three. But you might be wonderin', "What's in a map?", "What's in a terrain?"
Well, there's a LOT. Terrains can very well be the deciding factor of
any games' general outcome, so don't you dare take any terrain for granted,
less you want it to turn against you. Below are the basics rules of the
terrain as well as the different types of battlefields known to Starcraft
players:

Bigger is slower: Maps come in different sizes and shapes, and so does
                 the strategies that come with them. But the general
                 thought is this: the bigger the map is, or rather the
                 farther you are situated from your opponent, the longer
                 it would take for the match to end. This is so because
                 in maps such as these, producing units faster than
                 your opponent won't guarantee you victory early on.
                 To illustrate, suppose you can build a certain unit
                 at the rate of 15 per minute, while your opponent can
                 do ten in the same period of time. If you attack early,
                 say, as soon as you have produced 30 units, your opponent
                 now has 20, and he'd normally lose. However, if it
                 takes you a whole minute to reach his base, he'll have
                 a good 30 by the time you do, and considering the fact
                 that he's STILL sending in more, AND the fact that he
                 has building attackers to help him out, your attack
                 will fail. Not so if you waited a while longer, say,
                 til you get 60. Get the point? Don't get too excited
                 when the map is too big or you are just too far from
                 the opponent. Have the patience to go slow and you'll
                 have the upperhand, in due time.

Choke points must be : First things first, I'll define what a choke point
taken advantage of     is, then I'll give the strategies that come with
                      it. A choke point is a small or narrow piece of
                      land (like a bridge) that leads to a larger one,
                      most likely a resource area or a player's base.
                      And since choke points are the only ways a ground
                      unit can enter a resource area or another player's
                      base without the help of transport units, it's
                      clearly vital to master the art of defending and
                      breaking through the defenses of the different
                      choke points found in the game. For the Terrans,
                      defending choke points mean building Bunkers right
                      next to choke point openings and using siege-moded
                      siege tanks to back these bunkers up. It's best
                      to fill your Bunkers with a combination of marines
                      and firebats, depending on what type of unit your
                      opponent keeps stacking up. If you don't know what
                      to expect, just fill each Bunker with three marines
                      and a firebat. And don't forget your Missile Turrets.
                      They're simply a must for any Terran defense.
                      Breaking through one is of course much easier,
                      if you have the right units, especially the long
                      range ones like the siege tank and the battlecruiser.
                      For the Zerg, build as many Sunken Colonies as you
                      can upon the choke point openings, but leave some
                      space for a few Spore Colonies. Then fill up the
                      choke points themselves with tons o' hydralisks,
                      burrowed of course. As for the total destruction
                      of well-fortified choke point defenses, guardians
                      can do that job single-handedly, though you have
                      to worry bout his own air units, cause guardians
                      can't defend themselves from those things. Just
                      back these guardians up with some anti-air units
                      and you'll be fine. Lastly for the Protoss, choke
                      points should be filled with Photon Cannons, but
                      not too much, just to hold the first wave off.
                      After that, use tons of high templars with Psionic
                      Storms to take out swarms of the opponent's units
                      with ease. And don't forget to morph these templars
                      into archons if using up their energies just wasn't
                      enough. Oh and by the way, carriers are your best
                      bet AGAINST choke points, but you have to have
                      a lot of them, fully upgraded especially in the
                      interceptor capacity part.

There's more than : Few people know exactly what to do with island maps
meets the islands   the first time they get to battle in one, but in
                   reality the strategies that come with it have a common
                   concept---air superiority is the key. The Zerg are
                   the ones particularly affected by island situations,
                   since they'll instantly have the upperhand early on,
                   with their detector of an overlord serving as an early
                   scout and instant transport unit soon enough. Later
                   in the game, however, it's also the Zerg who's likely
                   to loose and this is also because of the overlord,
                   since these are flying units themselves thus are easy
                   targets for enemy planes. Not only that, island maps
                   don't have choke points of any kind, and knowing this
                   seems to make you feel half the Zerg guardian's worth
                   drift away. One last thing: DO NOT, by any means,
                   forget about the fact that long range ground unit
                   attackers can whack opponent's men, EVEN if a body
                   of water separates the two groups, as long as they're
                   close enough. Knowing this fact will prove to be
                   useful time and again, and can, in more ways than
                   one, catch an opponent off-guard.

Height is might : Nope, I ain't talkin bout no unit heights, what I'm
                 tryin to say is that ground units on a higher piece
                 of land will ALWAYS do what he does better than those
                 ground units below him. We all know that anyone from
                 a valley can't see what's on top of the mountain unless
                 he actually climbs it, while it won't take much effort
                 for anyone on the top of the mountain to view the whole
                 valley. This is also quite true for Starcraft, since
                 highland areas that are unexplored will remain unexplored
                 til an air unit of yours passes by the area, or a ground
                 unit actually "climbs" his way to it (highlands can
                 sometimes have links to the valleys below and these
                 are where all ground units can pass). As for attacking,
                 if unit A is on higher ground and unit B is not and
                 they engage in battle, unit A will be granted a larger
                 sight range and become a more efficient killer, while
                 unit B, besides having to come closer to be able to
                 open fire, will "miss" (not dealing any damage at all)
                 in some of his attacks.

Don't just parade, : There are things such as "doodads" in Starcraft like
get some shade       trees for the jungles and metallic wind mills for
                    space platforms. While these items may seem nothing
                    but nice tries from the map makers to give their
                    masterpieces a touch of random realism, they too
                    come with strategies of their own, since they can
                    be used to "hide" your own ground units, especially
                    the very small ones like marines, hydralisks, and
                    dragoons. The idea of hiding these units under the
                    shade provided by certain doodads is to allow them
                    to open fire on unsuspecting opponents, and continue
                    to do so until they are finally found (thus I said
                    hydralisks and dragoons instead of zerglings and
                    zealots respectively. Detectors cannot be of any
                    help in these situations, but leaving your units
                    without tasks to accomplish will allow them to
                    automatically open fire on their opponents, doodad-hidden
                    or not.


Scouts n' Spies
---------------

       No war is won without military intelligence, and Starcraft is
one of the few war games that actually give an emphasis on that fact by
ensuring that no single strategy can ever be formulated to win in all
types of matches wherever they are held. With this in mind, a good Starcraft
player must therefore ALWAYS depend his strategies on those being done
by his opponent, for if he doesn't, there is a great chance of him losing
the game. This is where scouts and spies fulfill their role. Scouts are
used by most Starcraft players to gain some info on the general location
of an opponent, his base, and his armies (if they aren't all in one place).
Spies, on the other hand, differ from the scouts in the sense that they
aim to STAY where they found the opponent instead of retreating or sacrificing
themselves. Scouts are what you can get early in the game, but later on
you must shift to using spies in order to be fully updated on your opponents'
actions. Terran scouts include the marine for its expendability, the
ghost for its cloaking ability, and the wraith for its flight. Science
vessels may also serve as scouts, but their high costs makes it risky
to use them as such. And don't forget about the Scanner Sweep, which is
arguably the best scout in the game---just cast it anywhere that smells
fishy and voila! Instant enemy info! As for spies, the Terrans will only
have temporary ones, since their cloaking abilities don't last forever,
their science vessel is too big to remain unseen, and their Scanner Sweep
is only temporary for very obvious reasons. On to the Zerg---their scouts
include the zergling for their expendability, the mutalisk for its flight,
and the overlord for its availability. But it's spying that Zerg players
do best, since besides their queen's Parasite spell, their ground units'
burrowing ability can enable them to distribute burrowed zerglings throughout
the map and instantly detect any incoming attacks from their opponents.
And for the Protoss, both the tasks of scouting and spying fall under
one unit---no, not the Scout---the observer. Its tiny body, coupled with
its ability to fly, its detector ability, and its permanent cloaking
feature, make it the best scout, and more importantly, spy in the game.</pre><pre id="faqspan-7">
If you could just manage to place one of these in the middle of an opponent's
base before he starts constructing his detectors, chances are you'll find
a "blind spot" where the observer could remain, giving you all the info
you'll need on your opponent's strengths and weaknesses.


Rushes
------

       Just like a game of chess, it is expected of good Starcraft players
to have already memorized at the very least a handful of the many openings
they and their opponents could do as soon as the match begins. And the
bulk of these openings fall under the category of "rushes" which revolve
around the concept of stacking up and using your most basic units to take
out the opponent swiftly and easily. Usually this makes up the whole
game of average and below average players, but since no rush can be successful
if the right counter-rush has been applied, matches between Starcraft
experts only use rushes as "opening moves" to try and catch their opponents
off guard, which seldom happens, thus both continue til the mid and end
parts of the game. Going back to the rush, each race has its basic rules
for efficient rushing, more popularly known as their "build-orders" as
shown below:

Terran  - build fifth SCV
       - gather with four other SCVs
       - gather with fifth SCV
       - build sixth SCV
       - build seventh SCV
       - gather with sixth SCV
       - gather with seventh SCV & build first Barracks
       - build eight SCV & build first Supply Depot
       - train first and second marine
       - train third marine & build second Barracks
       - at this point you can use your first marine to scout for the
         enemy and if he's close enough, attack with what you have.
         You may, however, opt to wait for a third and fourth Barracks
         to come your way (while still scouting for your enemies) so
         you could produce more than 20 marines and attack with that.

Zerg    - morph fifth drone
       - gather with four other drones
       - scout with overlord
       - gather with fifth drone
       - morph Spawning Pool with fifth drone
       - morph sixth drone
       - gather with sixth drone
       - morph first six zerglings

       - at this point you can use your first zergling to help your overlord
         scout for the enemy and if he's close enough, attack with what
         you have. You may, however, opt to wait for a second Hatchery
         as well as a third and fourth overlord to come your way (while
         still scouting for your enemies) so you could produce more than
         40 zerglings and attack with that.

Protoss - warp fifth probe
       - gather with four other probes
       - gather with fifth probe
       - warp sixth probe
       - warp seventh probe
       - gather with sixth probe
       - warp first Pylon & gather with seventh probe
       - warp eight probe & warp first Gateway
       - warp second Gateway & gather with eight probe
       - warp first and second zealot & warp second Pylon
       - warp third and fourth zealot
       - warp second Pylon & warp fourth and fifth zealot
       - at this point you can use your first zealot to scout for the
         enemy and if he's close enough, attack with what you have.
         You may, however, opt to wait for a third and Gateway to come
         your way (while still scouting for your enemies) so you could
         produce more than 10 zealots and attack with that.

       There are, however, many other kinds of rushes. In fact, more than
half the units in the game has its own version of a rush! And though they
may not be as fast a rush as the three basic ones already mentioned, they
can still gain you a win if your opponent was expecting something else.
More details on the three basic rushes and many more will be found in the
Rushes section.


Combos
------

       No unit is a god of war, thus it will always have its fair share
of weaknesses. It is therefore the job of a good Starcraft player to
know of these weaknesses and deal with them accordingly through the strengths
of the other units under his control. Combined, many units will fill each
other's gaps and ensure victory. Spell casters are one of the best units
to include in combos, but combos were never limited to these types of
units. Very seldom will two of a unit with both ground and air weapons
fare better than a combo of a ground attacker and an air attacker in the
battlefield, thus another proof of the obvious need for combos. And you
thought only fighting games had them, didn't you? A more elaborate discussion
on each and every combo known to Starcraft players will be found in my
Combos section.


Teamwork
--------

       But still, even with all their units combined, no race can be
called a perfect killing machine, since it will STILL have it's weaknesses
thus need of a more complicated type of combo, one that is only possible
through teamwork, more preferably with an ally using a race different
from yours. Multi-racial combos simply fill up more gaps and weaknesses
and even create new strengths for supposedly average units. Once again,
it's the spell casters of each race that could prove to be forces to
reckon with, but yes, multi-racial combos are not limited to these versatile
units. And with an alliance composed of all three races, using the right
teamwork moves, there is no chance even for four people using the same
race, forming an alliance among themselves, to win. Further discussions
will be found in my Teamwork section.


Retreats n' Counters
--------------------

       It's not a common practice for most Starcraft players to retreat,
sometimes because they'll have a next batch of attackers anyway, and
other times because they know that their units would die anyway if chased
during a retreat, and just concentrate on maximizing the damage the said
unit could ever deal. But that's not always the case, and retreating is
not always supposed to be caused by a failed attempt to wipe an enemy
out. Ever heard of hit and run tactics? Yup, that's how retreating should
be done, BEFORE any of your units take a good beating, but AFTER these
units have whacked something important from the enemy (like workers,
supply providers, etc). Hit and run tactics are especially recommended
for the basic air units,(wraiths, mutalisks, and scouts) since they can
fly (fast enough) and hit both ground and air units. The trick is to ignore
your opponent's perimeter and central defenses and just hammer on whatever
building or group of units you choose. And after the mission's been accomplished,
immediately pull out all units involved to have them repaired (for the
Terrans), regenerated (for the Zerg), or recharged (for Protoss shields).
For Terran opponents, besides, their SCVs, it's best to target their Supply
Depots, science vessels, and lone battlecruisers for these are the most
useful yet most helpless units they have. Targeting siege-moded siege
tanks is also a stress-reliever, but make sure they ain't guarded by
marine-filled Bunkers or by tons of Missile Turrets. For the Zerg, besides
their workers and Nydus Canals, just concentrate on their overlords.
Overlords are the most helpless unit that come in abundance in the game,
and since the Zerg NEED this abundance, cutting their overlord supply
by half could very well mean their bitter end. And lastly for the Protoss,
don't even dare killing an arbiter before anything else (unless it's
cloaking something or lotsa things), cause if you do, and it casts Stasis
Field before it dies, chances are you'll get a Psionic Storm in your
face afterwards. Just target the probes, the zealots (cause they CAN do
much if not attended to) and my favorite unit to whack with an air force,
the reaver!
       Counters, on the other hand, include but are not limited to what
you can do after you've become a victim of hit and run tactics. Besides,
replenishing your supply of what is lost, you can do one of three things:
construct more defensive units and buildings so as to make your base a
little harder to pass through the next time around, OR you can chase those
cowards and give 'em all you've got till they all die, OR lastly you
can try to reach their base before they do since there's a good chance
of that base being defenseless. And even if it's not, then you can just
pull off a hit and run tactic of your own. Other counters include what
you can do when and after being rushed (unsuccesfully of course), after
or even during an opponent's swarm attack, after a nuclear launch was
detected, etc. It mostly is in a case to case basis, but here are a few
pointers: For the rush, experiencing one in which the opponent's units
clearly out number yours, use your workers to even the odds. Most likely
a rushing opponent aims for your workers, so if all your other attacking
unit are dead, try running your workers around your base til reinforcements
arrive, that way you'll lose as less workers as possible. You may also
use hit and run tactics if they're targeting your buildings and not your
workers. When being swarmed, any unit with splash damage can be your best
friend. Terrans have the almighty siege tank, but not much when pitted
against air units, but least they have goliaths, which, though not equipped
with splash damage, are mighty effective against mist air units. The Zerg
will always have their slimy spells like the queen's Ensnare, which would
dramatically decrease a unit's overall speed, and the defiler's Plague
which does the same to any unit's HP! But really it's the Protoss who
were trained to handle swarms with ease. First off, they have reavers
that out heavy ground artillery with one blow, then there's their high
templars with their Psionic Storms, also able to take out a multitude
of opponents up to three consecutive times, and if that ain't enough,
the archon meld to give you a highly damaging, (not to mention splash)
unit. And if that ain't enough, the arbiter's Stasis Field spell can
cut an army's strength in two, making it easier for you take them all
out.


Drops n' Outposts
-----------------

       Once you get the general feel of the game, you'd be looking for'
more solutions your most common of problems like frontal defenses that
are just too tough for you to handle. But like I said, no known defense
is impenetrable. These seemingly tough frontal defenses will always have
their weakness, and especially for the not-so-good Starcraft players,
these weakness can easily be take advantage of by drops and outposts.
Each race's transport unit (dropships, overlords, and shuttles) are the
main men in a dropping operation, since the whole conept of dropping revolves
around getting your ground units inside the opponent's base without having
to go through his tough frontal defense. Most of the time I use a drop
on the enemy's workers, but dropping isn't limited there. You may also
use drops to take out important buildings, maybe even their "headquarters"
if you're fast enough. You may also take out their detectors and building
attackers, in order for your REAL attack to have a higher chance of success.
From where do you do the drop? The answer is definitely NOT through the
opponent's frontal defenses, rather through the other parts of his base,
specifically those without or with a few building attackers in the vicinity.
This is to ensure that your transport unit doesn't die before unloading
everything, cause if that happens, every unit still in it will die too.
       Outposts, on the other hand, are the slower but surer ways to get
through these defenses, and it involves taking out the defenses themselves,
rather than trying your best to ignore them, only to find that there are
more at the base's center. Each race has a different type of outpost,
and so I took the liberty to discuss each here:

Terran  : involves - SCVs
                  - marines
                  - siege tanks
                  - Bunkers
                  - Missile Turrets

       : concept  - The siege tanks should be able to get free hits on
                    the opponent's perimeter defenses, while the marine-
                    filled bunkers back them up in case short range units
                    try to attack. The Missile Turrets should serve as
                    anti-air devices as well as detectors, while the SCVs
                    are there to repair damaged units and buildings as
                    well as construct more Bunkers and Missile Turrets
                    closer to the opponent's base after his perimeter
                    defenses have been leveled by the siege tanks (in siege
                    mode, of course)

Zerg    : involves - hydralisks
                  - Sunken Colonies
                  - Spore Colonies
                  - Nydus Canals

       : concept  - Zerg is worst race in terms of outposting, since
                    none of their buildings besides their headquarters
                    itself can be built on areas without creep. Thus for
                    on outpost to be possible for the Zerg, you either
                    have to create another Hatchery in the middle of the
                    map (very unlikely) or you can just morph in Creep
                    Colonies all the way to the desired spot. These Creep
                    Colonies can of course be morphed into Sunken and
                    Spore Colonies, and that's just what you should do.
                    Now, create a Nydus Canal in your base and morph
                    an exit anywhere near the opponent's base, then send
                    in your hydralisks! These creatures can also do some
                    hit and run, so as to lure their opponents into the
                    loving arms of Sunken and Spore Colonies.

Protoss : involves - probes
                  - zealots
                  - reavers
                  - Pylons
                  - Shield Batteries
                  - Photon Cannons

       : concept  - Against the Terrans you may use this outpost the
                    Zerg way, and against the Zerg you may use it the
                    Terran way. For the Protoss you can do either, but
                    how exactly do you apply both Terran and Zerg outpost
                    strategies for the Protoss? Simple. Doing it the Terran
                    way means the reavers should be able to get free hits
                    on the opponent's perimeter defenses, while the zealots
                    back them up in case short range units try to attack.
                    The Photon Cannons should serve as anti-air devices
                    as well as detectors, while the probes are there to
                    construct more Pylons and Photon Cannons closer to
                    the opponent's base after his perimeter defenses have
                    been leveled by the reavers. On the other hand, doing
                    it the Zerg way means your zealots can also do some
                    hit and run, so as to lure their opponents into the
                    the awesome power of the reavers, coupled with the
                    Photon Cannons create by your probes. And while all
                    this is happening, you can use the Shield Batteries
                    to recharge your zealots and have them go for another
                    hit and run.


Text Messages
-------------

       WTF!? Strategies for text messaging? Sure there are. Not much,
but since ya got nuthin to lose but precious time, it's always worth a
try. First of all, you need to use text messaging to more easily gain an
ally. While actions may speak louder than words, many people on Bnet are
just too dumb to notice that you're trying to help them out, and in return
even attack. Tell them what you want (in this case alliance) and be direct
to the point, but say it in a non-forceful way cause people tend to resist
force no matter what. Then you need to use text messaging for the allies
you have gained. It's up to you when and what to send, but usually you'll
wanna say something when you need or are trying to offer help. You and
a partner may also try to use text messaging to plan things out, since
two allied players with an allied plan can take out even three allied
opponents who play as if they weren't allies (eg. attacking on their own,
defending on their own, etc). Lastly, you need to learn how to use text
messaging on your enemies, and yes you can, and it can be in more ways
than one: First trick is to use text messaging to bully your enemies and
make them think that you're being a smart-mouth simply because you can
afford to be one, meaning you simply are better than the opposition. This
works in two ways, one, it can really take away an opponent's self-confidence
and affect his style of play, and two, it can infuriate a fellow smart-mouth
and cause him to attack blindlessly at your well-constructed base, thus
making him an easy target for counter attacks. Second trick is to ask
tons o' newbie questions like, "Hey, where do I get those large ships?"
or, "Why's my map showing my base and nothing else?". And this again can
work in two ways, one, it can arouse a sense of pity among your opponents
and leave you be while you amass the fleet of the century, and two, it
can lead merciless thugs into thinking that your base would probably be
undefended and launch a scrubby attack, only to find that his units are
long gone. Third and my favorite text message trick is to type the message,
"has left the game." Get it? If my name was JChristopher, it would have
printed, "JChristopher: has left the game." and you'll notice people in
the game start ignoring you. (hehehehehe) This especially works in large
maps, where passing through your base will never be part of a direct route
towards another. This way people will leave you be and as long as you
don't show any activity when an opponent's around, AND you put all your
units on hold, there's a fair chance of you winning the game, you shrewd
little devil you...^_~


Tips and Tricks
---------------

- ALLIANCES:
 always accept alliance offers, since two people working together can
 win even against three who are not. Besides, declining an alliance offer
 from one person might cause him to form alliances with the other people
 in the game, thus will easily wreck havoc in your base. Be alert though,
 of back stabbers who usually show their true color once the common
 enemy is near elimination.

- ANTI-CLOAKING DEVICES:
 while sending in detectors may be the most direct and common solution
 to a cloaked attack, there are other ways worth trying. First of all,
 if the cloaked attackers are coupled with non-cloakers, you can just
 hit these non-cloakers with attacks that have splash damage in them,
 cause this splash will affect all nearby units, cloaked or not. Secondly,
 there are spells such as the Scanner Sweep, the Ensnare, and the Plague
 which can and will reveal all the cloaked units in the target area. The
 Parasite spell is also a good anti-cloaking device, since it prevents
 its host from ever becoming unseen in your eyes, and if cast on an opponent's
 detector, will also reveal all cloaked units by its side! But really,
 whenever you suspect a bunch of cloaked units in a certain area, there's
 no need to detect those cloaked morons, just PSI STORM that area, and
 kill them on the spot!

- DEFENSE:
 defend not only the perimeter of your base, but the center as well.
 Not all people get scared by a few hits from building attackers, and
 if their transport units get through, and you don't have central defense,
 it's all over for you.

- DETECTOR ABILITY:
 never, at any point during and beyond midgame, lose control of all your
 detectors. Always have reserve detectors at your base. Not doing so may
 mean victory for your opponents, especially if they're using the Terran
 race.

- DO THE DRONE MATH:
 when going for mass zerglings or hydralisks, it won't hurt to have a
 little mineral advantage, and this is how you do it: After morphing in
 your ninth drone, you normally would not be able to morph another one
 till you morph in your second overlord. But that is so untrue. Morph
 your ninth drone into an Extractor to decrease your "supplies used"
 by one. NOW morph in your tenth drone, then CANCEL the creation of the
 Extractor. Proceed as you normally would.

- EXPANSION:
 once your mineral clusters start changing in form (starting to appear
 scarce), it's way past time to create a second base. Don't let this
 happen without a second base yet, for if you do, you'll get behind in
 the production race. Reserve a good 400 minerals and start sendin worker
 scouts!

- IRRADIATE:
 casting an Irradiate spell on a non-biological unit is one of the lamest
 and most useless things to do, right? Wrong! It actually is a very good
 tactic (when being attacked by tons o' biological units) to cast Irradiate
 spells on your own units, say, on your battlecruisers, and have them
 fly over your opponents. Not only will they kill the opposition through
 their devastating blasts, but also through the stench that you just gave
 them---cool!

- PARASITE:
 whenever a queen's energy reaches it's full potential, there's no use
 in just letting her be, waiting for the opportunity to cast her more
 powerful spells like the Ensnare and the Spawn Broodling. Always try
 to cast Parasite somewhere in the entire map for added scouts and spies.
 After all, the Parasite spell costs a measly 75 in energy, and it won't
 stop a queen from casting her other spells in case the need suddenly
 arises. What to Parasite? I really recommend parasiting one or all of
 three things: the opponent's weakest units, his strongest units, or
 the critters! The weakests units, say, the workers, would most likely
 not be clicked that often, but is the most active unit in any player's
 base. Casting Parasite on them will give you a better view on the different
 areas of the opponent's base. On the other hand, casting Parasite on
 the opponent's strongest units will enable you to detect any incoming
 attacks from that particular unit and the army that comes with it.
 Lastly, casting Parasite on the game's critters (neutral animals that
 wander the area) will have both an advantage and a disadvantage: The
 advantage is critters are the last things an opponent would consider
 a threat to his base, so unless it's blocking his path, it could be
 your greatest spy! The bad news is, since you cannot control the critters,
 they may just wander off to an uninhabited area and not serve as a spy
 to your opponent's base.

- RESOURCE MANAGEMENT:
 never allow your mineral and vespene count to go well over 500, since
 no unit costs more than that, and that simply implies that somewhere
 in your base a worker or a building is not doing anything, OR you just
 need to have more buildings (possibly even a new base) to produce and
 upgrade your armies a lot faster. If, however, you have exceeded your
 supply limit of 200, then there's nothing more to do but attack!

- ROAD BLOCKS:
 try constructing Supply Depots in FRONT of the Bunkers that guard your
 choke points. These buildings will ensure that no ground unit can just
 ignore your Bunkers and go for what's inside your base. While this strategy
 can prove useless against most units in the game, at least you won't
 have to worry bout losing to a swarm of the enemies' short range ground
 units.

- SCANNER SWEEP:
 the Scanner Sweep is the only thing a Comsat Station can do, so might
 as well use it in an unexplored area in the map whenever it's energy
 is full, rather than just letting it sit there, waiting forever for
 cloaked units to attack your base. After all, the Scanner Sweep is one
 of the cheapest spells in the game, and casting one when your energy
 is full won't prevent you from casting a couple more when the need
 arises. One last thing: some units in the game will have a larger attack
 range than sight (eg. siege tanks in siege mode) thus will render their
 "extra" attack range useless since they still cannot attack what they
 cannot see. However, using the Scanner Sweep to fill that gap, you
 can now utilize that unit's full attacking potential.

- SCOUTING:
 when using early scouts like the overlord, try not to enter each resource
 area through the most direct route from your base. (eg. If you're from
 the south and you suspect the opponent to come from the north, try entering
 the northern part of the map through the right and not from below) This
 way you can fool the opponent into thinking that your base is situated
 somewhere else.

- TARGET LOCKING:
 unless your attacking units have splash damage, always attack ONE unit
 at a time. By doing this you can reduce the total amount of damage your
 armies will take since the opponent's gonna get one attacker less in
 a shorter period of time. Oh, I forgot to tell you in previous versions
 of this faq that the above strategy works mostly on air units. Ground
 units may or may not attack one enemy unit at a time, since if your ground
 units are just gonna spend a good amount of time circling round their
 target, might as well order them to target something else.


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____      ____  __  __  ___  _   _  ____  ___
( \/ )(_  _)(_  _)    (  _ \(  )(  )/ __)( )_( )( ___)/ __)
)  (  _)(_  _)(_      )   / )(__)( \__ \ ) _ (  )__) \__ \
(_/\_)(____)(____)()  (_)\_)(______)(___/(_) (_)(____)(___/


As mentioned, it is expected of good Starcraft players to have already
memorized at the very least a handful of the many openings they and their
opponents could do as soon as the match begins. The bulk of these openings
fall under the category of "rushes". More than half the units in the game
has its own version of a rush, and though they may not be as fast a rush
as the three basic ones already mentioned, they can still gain you a win
if your opponent was expecting something else. Here are a few of the many
rushes that can be done successfully under the right circumstances:


Marine rush
-----------

Concept     - marines are the first unit attackers you can get your hands
             on, thus are exactly what you'll need to pull off the fastest
             rush a Terran player can do.

Build Order - build fifth SCV
           - gather with four other SCVs
           - gather with fifth SCV
           - build sixth SCV
           - build seventh SCV
           - gather with sixth SCV
           - gather with seventh SCV & build first Barracks
           - build eight SCV & build first Supply Depot
           - train first and second marine
           - train third marine & build second Barracks

And so...   - at this point you can use your first marine to scout for
             the enemy and if he's close enough, attack with what you
             have. You may, however, opt to wait for a third and fourth
             Barracks to come your way (while still scouting for your
             enemies) so you could produce more than 20 marines and attack
             with that.


Ghost rush
----------

Concept     - you really did not think you could defeat an opponent with
             ghosts alone, did you? These units deal pitiful damage, and
             are not trained for open air combat. They do, however, have
             in their arsenal the almighty nuke, and this is what makes
             them worthy of their own version of a rush.

Build Order - build fifth SCV
           - gather with four other SCVs
           - gather with fifth SCV
           - build sixth SCV
           - build seventh SCV
           - gather with sixth SCV
           - gather with seventh SCV & build first Barracks
           - build eight SCV & build first Supply Depot
           - build Refinery & build Academy
           - build ninth and tenth SCV
           - gather with ninth and tenth SCV
           - build eleventh and twelfth SCV
           - gather gas with eleventh and twelfth SCV
           - build second Supply Depot & build Factory
           - build thirteenth and fourteenth SCV
           - gather with thirteenth SCV
           - gather gas with fourteenth SCV & build Starport
           - train first and second marine & build Bunker
           - train third and fourth marine & build Science Facility
           - enter marines into Bunker & build second Bunker
           - train fifth and sixth marine & build Covert Ops
           - train seventh and eight marine & build third Supply Depot
           - upgrade Personnel Cloaking & build Nuclear Silo
           - enter marines into Bunker & train first ghost
           - arm Nuclear Silo & upgrade Ocular Implants

And so...   - at this point you can use your first ghost to scout for
             the enemy and if he's close enough, attack with what you
             have. You may also try constructing yet another Command
             Center from which you could attach a second Nuclear Silo,
             and build your second nuke. THEN attack! The marines and
             the Bunkers, by the way (trained with the use of SURPLUS
             minerals), will stop some lame rushes from taking your base
             out with one blow, giving you enough time to launch your
             nukes.


Vulture rush
------------

Concept     - if both you and an opponent did not attack each other early
             on, chances are he's going for the more high-tech units in
             the game, possibly flyers, and so it's a whole lot better
             to use your vultures, ignore whatever high-tech units he
             may have, and just whack every worker and building you can
             get their fragmentation grenades on. A pretty risky strategy
             though, since it all fails if the opponent concentrates on
             long range ground units and tightly sealed choke point defenses.

Build Order - build fifth SCV
           - gather with four other SCVs
           - gather with fifth SCV
           - build sixth SCV
           - build seventh SCV
           - gather with sixth SCV
           - gather with seventh SCV & build first Barracks
           - build eight SCV & build first Supply Depot
           - build Refinery
           - build ninth and tenth SCV
           - gather with ninth and tenth SCV
           - build eleventh and twelfth SCV
           - gather gas with eleventh and twelfth SCV & build Factory
           - build second Supply Depot & build second Factory
           - build first vulture & build Machine Shop
           - build second and third vulture & research Spider Mines
           - build fourth and fifth vulture & build third Factory
           - build third Supply Depot & research Ion Thrusters
           - build sixth, seventh, and eight vulture & plant spider mines

And so...   - at this point you can use your first vulture to scout for
             the enemy and if he's close enough, attack with what you
             have. You may, however, opt to wait for a fourth Factory
             to come your way (while still scouting for your enemies)
             so you could produce more than 20 vultures and auxillary
             SCVs (for repairing) and attack with that.


Siege Tank rush
---------------

Concept     - if both you and an opponent did not attack each other early
             on, chances are he's going for the more high-tech units in
             the game, possibly flyers, and so it's a whole lot better
             to use your siege tanks, ignore whatever high-tech units
             he may have, and just whack his whole base slowly but surely.
             You may also leave some in your base for defense purposes;
             pretty cool rush if ya ask me.

Build Order - build fifth SCV
           - gather with four other SCVs
           - gather with fifth SCV
           - build sixth SCV
           - build seventh SCV
           - gather with sixth SCV
           - gather with seventh SCV & build first Barracks
           - build eight SCV & build first Supply Depot
           - build Refinery
           - build ninth and tenth SCV
           - gather with ninth and tenth SCV
           - build eleventh and twelfth SCV
           - gather gas with eleventh and twelfth SCV & build Factory
           - build second Supply Depot & build second Factory
           - build first Machine Shop
           - research Siege Tech & build first siege tank
           - build third Supply Depot & build second Machine Shop
           - build second and third siege tank
           - build forth and fifth siege tank

And so...   - at this point you can use your first SCV to scout for the
             enemy and if he's close enough, attack with what you have.
             You may, however, opt to wait for a third Factory to come
             your way (while still scouting for your enemies) so you
             could produce more than 10 siege tanks and attack with that.
             Getting yourself an Armory and upgrading vehicle weapons
             is also an option before attacking.


Wraith rush
-----------

Concept     - if both you and an opponent did not attack each other early
             on, chances are he's going for the more high-tech units in
             the game, possibly flyers, and so it's a whole lot better
             to use your wraiths, bypass whatever high-tech units he may
             have via cloaking field, and just whack his whole base slowly
             but surely. This strategy is particularly risky for Zerg
             opponents, who have detectors everywhere, but still worth
             the try.

Build Order - build fifth SCV
           - gather with four other SCVs
           - gather with fifth SCV
           - build sixth SCV
           - build seventh SCV
           - gather with sixth SCV
           - gather with seventh SCV & build first Barracks
           - build eight SCV & build first Supply Depot
           - build Refinery
           - build ninth and tenth SCV
           - gather with ninth and tenth SCV
           - build eleventh and twelfth SCV
           - gather gas with eleventh and twelfth SCV & build Factory
           - build second Supply Depot
           - build thirteenth and fourteenth SCV
           - gather with thirteenth and fourteenth SCV
           - build first and second Starport
           - build third Supply Depot
           - build first wraith & build first Control Tower
           - build second and third wraith & research Cloaking Field
           - build fourth and fifth wraith
           - build sixth and seventh wraith

And so...   - at this point you can use your first wraith to scout for
             the enemy and if he's close enough, attack with what you
             have. You may, however, opt to wait for a third Starport
             to come your way (while still scouting for your enemies)
             so you could produce more than 10 wraiths and attack with
             that. Researching the Apollo Reactor is also an option before
             attacking



Zergling rush
-------------

Concept     - zerglings are the first unit attackers you can get your hands
             on, thus are exactly what you'll need to pull off the fastest
             rush a Zerg player can do.

Build Order - morph fifth drone
           - gather with four other drones
           - scout with overlord
           - gather with fifth drone
           - morph Spawning Pool with fifth drone
           - morph sixth drone
           - gather with sixth drone
           - morph first six zerglings

And so...   - at this point you can use your first zergling to help your
             overlord scout for the enemy and if he's close enough, attack
             with what you have. You may, however, opt to wait for a second
             Hatchery as well as a third and fourth overlord to come your
             way (while still scouting for your enemies) so you could
             produce more than 40 zerglings and attack with that.


Hydralisk rush
--------------

Concept     - zerglings will not always be able to finish the job, especially
             against the Terrans who can just lift their buildings off
             and let their allies take your zerglings out while they flee
             and survive. Thus I offer another type of rush, the hydralisk
             rush. Hydralisks, because of their ability to attack both
             ground and air units, will ensure the destruction of all
             the opponent's buildings, lifted off or not.

Build Order - morph fifth drone
           - gather with four other drones
           - scout with overlord
           - gather with fifth drone
           - morph sixth, seventh, and eight drone
           - gather with sixth drone
           - morph Spawning Pool with seventh drone
           - gather with eight drone
           - morph ninth drone
           - morph Extractor with ninth drone
           - morph second overlord & morph tenth drone
           - scout with second overlord & morph eleventh and twelfth drone
           - gather gas with tenth, eleventh, and twelfth drone.
           - morph thirteenth and fourteenth drone
           - morph Hydralisk Den with thirteenth drone
           - morph second Hatchery with fourteenth drone
           - morph third overlord & morph first and second hydralisk

And so...   - at this point you can use your first hydralisk to help your
             overlord scout for the enemy and if he's close enough, attack
             with what you have. You may, however, opt to wait for both
             hydralisk evolutions as well as a fourth and fifth overlord
             to come your way (while still scouting for your enemies) so
             you could produce more than 20 hydralisks and attack with
             that.


Mutalisk rush
-------------

Concept     - zerglings will not always be able to finish the job, especially
             against the Terrans who can just lift their buildings off
             and let their allies take your zerglings out while they flee
             and survive. Thus I offer yet another type of rush, the mutalisk
             rush. Mutalisks, because of their ability to attack both
             ground and air units, will ensure the destruction of all
             the opponent's buildings, lifted off or not.

Build Order - morph fifth drone
           - gather with four other drones
           - scout with overlord
           - gather with fifth drone
           - morph sixth, seventh, and eight drone
           - gather with sixth drone
           - morph Spawning Pool with seventh drone
           - gather with eight drone
           - morph ninth drone
           - morph Extractor with ninth drone
           - morph second overlord & morph tenth drone
           - scout with second overlord & morph eleventh and twelfth drone
           - gather gas with tenth, eleventh, and twelfth drone.
           - morph thirteenth and fourteenth drone
           - morph Lair from Hatchery
           - gather with thirteenth and fourteenth drone
           - morph second Hatchery with thirteenth drone
           - morph Spire with fourteenth drone
           - morph first three mutalisks
           - morph next three mutalisks

And so...   - at this point you can use your first mutalisk to help your
             overlord scout for the enemy and if he's close enough, attack
             with what you have. You may, however, opt to wait for both
             mutalisk upgrades as well as a fourth and fifth overlord
             to come your way (while still scouting for your enemies) so
             you could produce more than 10 mutalisks and attack with
             that.


Guardian rush
-------------

Concept     - even hydralisks will not always be able to finish the job,
             especially against the Protoss who have building attackers
             that CAN attack ground units, and basic ground units (zealots)
             that are just too powerful in groups. Thus I offer yet another
             type of rush, the guardian rush. Guardians, because of their
             ability to attack their foes from afar, will ensure the
             destruction of all the opponent's building attackers, basic
             units, and especially workers. It has its risks, like when
             the opponent is going for an air raid, but still its ability
             to wreck havoc remains, thus is one of the coolest rushes
             I can think of.

Build Order - morph fifth drone
           - gather with four other drones
           - scout with overlord
           - gather with fifth drone
           - morph sixth, seventh, and eight drone
           - gather with sixth drone
           - morph Spawning Pool with seventh drone
           - gather with eight drone
           - morph ninth drone
           - morph Extractor with ninth drone
           - morph second overlord & morph tenth drone
           - scout with second overlord & morph eleventh and twelfth drone
           - gather gas with tenth, eleventh, and twelfth drone.
           - morph thirteenth and fourteenth drone
           - morph Lair from Hatchery
           - gather with thirteenth and fourteenth drone
           - morph Spire with thirteenth
           - morph Queen's Nest with fourteenth drone
           - morph Hive from Lair
           - morph first three mutalisks & morph Greater Spire from Spire
           - morph next three mutalisks

And so...   - at this point you can use your first mutalisk to help your
             overlord scout for the enemy and if he's close enough, bring
             all your mutalisks somewhere close but unseen or unreachable
             by ground units, morph them all into guardians, and then
             attack. You may, however, opt to wait for both mutalisk
             upgrades as well as a fourth and fifth overlord to come your
             way (while still scouting for your enemies) so you could
             produce more than 10 guardians and attack with that. Sending
             in a queen (for Terran opponents) to infest their Command
             Center is also an option while attacking.


Ultralisk rush
--------------

Concept     - if both you and an opponent did not attack each other early
             on, chances are he's going for the more high-tech units in
             the game, possibly flyers, and so it's a whole lot better
             to use your ultralisks, ignore whatever high-tech units
             he may have, and just whack his whole base slowly but surely.</pre><pre id="faqspan-8">
             You may also leave some in your base for defense purposes;
             pretty cool rush if ya ask me.

Build Order - morph fifth drone
           - gather with four other drones
           - scout with overlord
           - gather with fifth drone
           - morph sixth, seventh, and eight drone
           - gather with sixth drone
           - morph Spawning Pool with seventh drone
           - gather with eight drone
           - morph ninth drone
           - morph Extractor with ninth drone
           - morph second overlord & morph tenth drone
           - scout with second overlord & morph eleventh and twelfth drone
           - gather gas with tenth, eleventh, and twelfth drone.
           - morph thirteenth and fourteenth drone
           - morph Lair from Hatchery
           - gather with thirteenth and fourteenth drone
           - morph Queen's Nest with thirteenth drone
           - morph Creep Colony with fourteenth drone
           - morph Hive from Lair & morph Sunken Colony from Creep Colony
           - morph fifteenth and sixteenth drone & morph third overlord
           - morph fifteenth and sixteenth drone into Creep Colonies
           - morph seventeenth drone
           - morph Sunken Colonies from Creep Colonies
           - morph Ultralisk Cavern with seventeenth drone
           - morph first six zerglings
           - morph first three ultralisks

And so...   - at this point you can use your first drone to help your
             overlord scout for the enemy and if he's close enough, attack
             with what you have. You may, however, opt to wait for a
             second Hatchery to come your way (while still scouting for
             your enemies) so you could produce more than 10 ultralisks
             and attack with that. Getting yourself an Evolution Chamber
             and upgrading melee attacks is also an option before attacking.
             The Sunken Colonies and the zerglings, by the way (morphed
             with the use of SURPLUS minerals), will stop some lame rushes
             from taking your base out with one blow, giving you enough
             time to send in your monster-mammoths.



Zealot rush
-----------

Concept     - zealots are the first unit attackers you can get your hands
             on, thus are exactly what you'll need to pull off the fastest
             rush a Protoss player can do.

Build Order - warp fifth probe
           - gather with four other probes
           - gather with fifth probe
           - warp sixth probe
           - warp seventh probe
           - gather with sixth probe
           - warp first Pylon & gather with seventh probe
           - warp eight probe & warp first Gateway
           - warp second Gateway & gather with eight probe
           - warp first and second zealot & warp second Pylon
           - warp third and fourth zealot
           - warp second Pylon & warp fourth and fifth zealot

And so...   - at this point you can use your first zealot to scout for the
             enemy and if he's close enough, attack with what you have.
             You may, however, opt to wait for a third and Gateway to come
             your way (while still scouting for your enemies) so you could
             produce more than 10 zealots and attack with that.


Dragoon rush
------------

Concept     - zealots will not always be able to finish the job, especially
             against the Terrans who can just lift their buildings off
             and let their allies take your zealots out while they flee
             and survive. Thus I offer another type of rush, the dragoon
             rush. Dragoons, because of their ability to attack both
             ground and air units, will ensure the destruction of all
             the opponent's buildings, lifted off or not.

Build Order - build fifth probe
           - gather with four other probes
           - gather with fifth probe
           - build sixth probe
           - build seventh probe
           - gather with sixth probe
           - warp first Pylon & gather with seventh probe
           - build eight probe & warp first Gateway
           - gather with eight probe & warp Assimilator
           - build ninth probe & warp Cybernetics Core
           - build tenth and eleventh probe
           - gather gas with ninth, tenth, and eleventh probe
           - warp first and second dragoon & warp second Gateway
           - warp second Pylon & warp third and fourth dragoon

And so...   - at this point you can use your first dragoon to scout for
             the enemy and if he's close enough, attack with what you
             have. You may, however, opt to wait for a third Gateway and
             the Singularity Charge upgrade to come your way (while still
             scouting for your enemies) so you could produce more than
             20 dragoons and attack with that.


Archon rush
-----------

Concept     - if both you and an opponent did not attack each other early
             on, chances are he's going for the more high-tech units in
             the game, possibly flyers, and so it's a whole lot better
             to use your archons, ignore whatever high-tech units he may
             have, and just whack his whole base slowly but surely.
             You may also leave some in your base for defense purposes;
             pretty cool rush if ya ask me. Note: This rush works best
             in maps with more than just one vespene geyser near your
             base.

Build Order - build fifth probe
           - gather with four other probes
           - gather with fifth probe
           - build sixth probe
           - build seventh probe
           - gather with sixth probe
           - warp first Pylon & gather with seventh probe
           - build eight probe & warp first Assimilator
           - build ninth, tenth, and eleventh probe
           - warp second Assimilator & warp first Gateway
           - gather gas with ninth, tenth, and eleventh probe
           - build twelfth, thirteenth, and fourteenth probe
           - warp Cybernetics Core & warp second Pylon
           - gather gas with twelfth, thirteenth, and fourteenth probe
           - warp first zealot & warp Citadel of Adun
           - warp second zealot & warp second Gateway
           - warp third Pylon & warp Templar Archives
           - warp third and fourth zealot & warp fourth Pylon
           - warp third Gateway & train first and second high templar
           - summon first archon & warp third and fourth high templar
           - warp fifth zealot & warp fifth and sixth high templar
           - summon second archon & warp seventh and eighth high templar
           - summon third archon & warp first Shield Battery
           - summon fourth archon & warp second Shield Battery
           - warp ninth and tenth high templar & warp sixth zealot

And so...   - at this point you can use your first zealot to scout for
             the enemy and if he's close enough, attack with what you
             have. You may, however, opt to look for yet another vespene
             geyser, warp an Assimilator there, build more probes to gather
             from that resource, and stop warping zealots (with the use
             of SURPLUS minerals) to give way to more than 10 archons
             and attack with that. Getting yourself a Forge and upgrading
             ground weapons is also an option before attacking. The Shield
             Batteries by the way, (warped with the use of SURPLUS minerals)
             will help your archons stop some lame rushes from taking
             your base out with one blow, giving you enough time to send
             in your arch-angels of destruction.


Reaver rush
-----------

Concept     - if both you and an opponent did not attack each other early
             on, chances are he's going for the more high-tech units in
             the game, possibly flyers, and so it's a whole lot better
             to use your reavers, bypass whatever high-tech units he may
             have (via shuttle help), and just whack his whole base slowly
             but surely. You may also leave some in your base for defense
             purposes; pretty cool rush if ya ask me.

Build Order - build fifth probe
           - gather with four other probes
           - gather with fifth probe
           - build sixth probe
           - build seventh probe
           - gather with sixth probe
           - gather with seventh probe & warp first Pylon
           - build eight probe & build first Gateway
           - build Assimilator
           - build ninth and tenth probe
           - gather with ninth and tenth probe
           - build eleventh and twelfth probe & build Cybernetics Core
           - gather gas with eleventh and twelfth probe
           - build second and third Pylon
           - build Robotics Facility
           - warp first zealot
           - build Robotics Support Bay & warp shuttle
           - warp second zealot
           - warp first and second reaver

And so...   - at this point you can use your first zealot to scout for
             the enemy and if he's close enough, attack with what you
             have. You may, however, opt to wait for the Gravitic Thrusters
             upgrade to come your way, while warping in more reavers and
             then attack with that. The shuttle will not only get your
             reaver to the opponent's base faster, but will also help
             in retreating these units when they run out of ammo. The
             zealots by the way, (warped with the use of SURPLUS minerals)
             will help your reavers stop some lame rushes from taking
             your base out with one blow, giving you enough time to send
             in your shiny trilobytes.


Scout rush
----------

Concept     - if both you and an opponent did not attack each other early
             on, chances are he's going for the more high-tech units in
             the game, possibly flyers, and so it's a whole lot better
             to use your scouts, kill each and evert high-tech flyer he
             may have (scouts are good at this), and just whack his whole
             base slowly but surely. This is especially useful for the
             Zerg, since their supply providers ARE flyers, thus killing
             all these units will very well cripple the opponent's production
             rate. On the down side, this rush is very risky for Terran
             opponents, since even their most basic unit attacker can
             attack air units, and scouts just aren't that good in air-to-
             ground encounters.

Build Order - build fifth probe
           - gather with four other probes
           - gather with fifth probe
           - build sixth probe
           - build seventh probe
           - gather with sixth probe
           - gather with seventh probe & warp first Pylon
           - build eight probe & build first Gateway
           - build Assimilator
           - build ninth and tenth probe
           - gather with ninth and tenth probe
           - build eleventh and twelfth probe & build Cybernetics Core
           - gather gas with eleventh and twelfth probe
           - build second and third Pylon
           - build build first Stargate
           - upgrade air weapons
           - warp first scout & build second Stargate
           - warp second and third scout

And so...   - at this point you can use your first scout to...what else(?)
             but scout for the enemy and if he's close enough, attack
             with what you have. You may, however, opt to wait for a
             second Stargate and/or Fleet Beacon to come your way in order
             for you to have scouts with higher quantity and/or quality.
             The "upgrading your air weapons" part is also just an option
             before attacking, but most likely you'll have the extra
             gathered resources to spend on it.


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____  ____       ___  _____  __  __  ____  _____  ___
( \/ )(_  _)(_  _)(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
)  (  _)(_  _)(_  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
(_/\_)(____)(____)(____)()   \___)(_____)(_/\/\_)(____/(_____)(___/


As mentioned, no unit is a god of war, thus it will always have its fair
share of weaknesses. It is therefore the job of a good Starcraft player
to know of these weaknesses and deal with them accordingly through the
strengths of the other units under his control. Combined, many units will
fill each other's gaps and ensure victory. Spell casters are one of the
best units to include in combos, but combos were never limited to these
types of units. Very seldom will two of a unit with both ground and air
weapons fare better than a combo of a ground attacker and an air attacker
in the battlefield, thus another proof of the obvious need for combos.
Below is a list of every possible combo using two units, and some using
more:

_______________________________________________________________________
Race____|_Attacker______|_Back-up_______|_Comments____________________|
       |               |               |                             |
Terran  | SCV           | SCV           | Are you kiddin me, boy!?    |
       |               |               | Use this type of attack,    |
       |               |               | (note: it ain't no combo)   |
       |               |               | when rushing the opponent   |
       |               |               | VERY early in the game; the |
       |               |               | SCV is the best worker in   |
       |               |               | terms of attacks, remember? |
       |               |               |                             |
       | SCV           | Marine        | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | Firebat       | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | Ghost         | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | Vulture       | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | SCV           | Siege Tank    | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | SCV           | Goliath       | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | SCV           | Wraith        | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | SCV           | Dropship      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | SCV           | Science       | Perhaps doing it the other  |
       |               | Vessel        | way around is the better    |
       |               |               | idea. Still, a combo of two |
       |               |               | non-attackers is quite lame |
       |               |               | an idea if ya ask me.       |
       |               |               |                             |
       | SCV           | Battlecruiser | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Marine        | SCV           | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by marines alone, except in |
       |               |               | super-early rushes, where   |
       |               |               | the marines will need all   |
       |               |               | the help they can get.      |
       |               |               |                             |
       | Marine        | Marine        | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Marine        | Firebat       | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Marine        | Ghost         | In the case of a mass mech  |
       |               |               | attack by either Terran or  |
       |               |               | Protoss, the ghosts may use |
       |               |               | their Lockdown spell to pa- |
       |               |               | ralyze those major mechs    |
       |               |               | while the marines give them |
       |               |               | a good beating.             |
       |               |               |                             |
       | Marine        | Vulture       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Marine        | Siege Tank    | Marines will play some hit  |
       |               |               | and run, while those tanks  |
       |               |               | (in siege mode, of course)  |
       |               |               | will play hit and hit. A    |
       |               |               | pretty mighty combo if ya   |
       |               |               | ask me.                     |
       |               |               |                             |
       | Marine        | Goliath       | Both will fare well on the  |
       |               |               | ground, but when enemy air  |
       |               |               | units arrive, it's time for |
       |               |               | these goliaths to do what   |
       |               |               | they do best.               |
       |               |               |                             |
       | Marine        | Wraith        | The marines will swarm the  |
       |               |               | opponent's base, heavily    |
       |               |               | concentrating on all nearby |
       |               |               | detectors in the base. Then |
       |               |               | come the wraiths (cloaked,  |
       |               |               | of course) to finish off    |
       |               |               | what remains of the marine  |
       |               |               | strike.                     |
       |               |               |                             |
       | Marine        | Dropship      | Your dropship will load the |
       |               |               | marines and situate them    |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo?         |
       |               |               |                             |
       | Marine        | Science       | Nothing specific for this   |
       |               | Vessel        | type of combo; just use the |
       |               |               | marines for attacking, and  |
       |               |               | at the same time use the    |
       |               |               | science vessels for casting |
       |               |               | spells other than defensive |
       |               |               | matrix on opponents when    |
       |               |               | needed.                     |
       |               |               |                             |
       | Marine        | Battlecruiser | Always use your basic units |
       |               |               | to do basic things while    |
       |               |               | the others do the more com- |
       |               |               | plicated ones. Such is true |
       |               |               | for this type of combo,     |
       |               |               | where your marines will do  |
       |               |               | nothing but attack the opp- |
       |               |               | onents, while your battle-  |
       |               |               | cruisers use their Yamato   |
       |               |               | Guns on the tougher, splash |
       |               |               | damaging enemies.            |
       |               |               |                             |
       | Firebat       | SCV           | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by firebats alone, 'cept in |
       |               |               | super-early rushes, where   |
       |               |               | the firebats will need all  |
       |               |               | the help they can get.      |
       |               |               |                             |
       | Firebat       | Marine        | The strategies that come    |
       |               |               | with this combo are quite   |
       |               |               | simple: just use your fire- |
       |               |               | bats against his stronger   |
       |               |               | but shorter-ranged ground   |
       |               |               | units, while the marines    |
       |               |               | continously whack them from |
       |               |               | afar.                       |
       |               |               |                             |
       | Firebat       | Firebat       | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Firebat       | Ghost         | Many people believe that it |
       |               |               | simply is illogical to drop |
       |               |               | a nuke in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few firebats for a   |
       |               |               | well-placed nuke, would     |
       |               |               | you? Would you!?            |
       |               |               |                             |
       | Firebat       | Vulture       | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to plant your  |
       |               |               | spider mines till most your |
       |               |               | firebats are killed. Spider |
       |               |               | mines can kill firebats,    |
       |               |               | you know.                   |
       |               |               |                             |
       | Firebat       | Siege Tank    | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to worry 'bout |
       |               |               | the splash damage dealt by  |
       |               |               | a siege-moded siege tank,   |
       |               |               | since firebats are but a    |
       |               |               | small price to pay for lots |
       |               |               | o' kills.                   |
       |               |               |                             |
       | Firebat       | Goliath       | Both will fare well on the  |
       |               |               | ground (though firebats'll  |
       |               |               | fare better), but when the  |
       |               |               | opponent's air units arrive |
       |               |               | it's time for the goliath   |
       |               |               | to do what it does best.    |
       |               |               |                             |
       | Firebat       | Wraith        | The firebats will swarm the |
       |               |               | opponent's base, heavily    |
       |               |               | concentrating on all nearby |
       |               |               | detectors in the base. Then |
       |               |               | come the wraiths (cloaked,  |
       |               |               | of course) to finish off    |
       |               |               | what remains of the firebat |
       |               |               | strike.                     |
       |               |               |                             |
       | Firebat       | Dropship      | Your dropship will load the |
       |               |               | firebats and situate them   |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo?         |
       |               |               |                             |
       | Firebat       | Science       | Nothing specific for this   |
       |               | Vessel        | type of combo; just use the |
       |               |               | firebats for attacking, and |
       |               |               | at the same time use the    |
       |               |               | science vessels for casting |
       |               |               | spells other than defensive |
       |               |               | matrix on opponents when    |
       |               |               | needed.                     |
       |               |               |                             |
       | Firebat       | Battlecruiser | Always use your basic units |
       |               |               | to do basic things while    |
       |               |               | the others do the more com- |
       |               |               | plicated ones. Such is true |
       |               |               | for this type of combo,     |
       |               |               | where your firebats will do |
       |               |               | nothing but attack the opp- |
       |               |               | onents, while your battle-  |
       |               |               | cruisers use their Yamato   |
       |               |               | Guns on the tougher, splash |
       |               |               | damaging enemies.           |
       |               |               |                             |
       | Ghost         | SCV           | As mentioned when done the  |
       |               |               | other way around, don't use |
       |               |               | a combo such as this. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Ghost         | Marine        | Nuke his base then clean it |
       |               |               | all up. 'Nuff said.         |
       |               |               |                             |
       | Ghost         | Firebat       | Nuke his base then fire it  |
       |               |               | up. Easier said than done.  |
       |               |               |                             |
       | Ghost         | Ghost         | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Ghost         | Vulture       | Nuke his base then attack   |
       |               |               | while planting your spider  |
       |               |               | mines to ensure its steril- |
       |               |               | ity.                        |
       |               |               |                             |
       | Ghost         | Siege Tank    | Nuke his entire base then   |
       |               |               | give it a good whacking. A  |
       |               |               | very old strategy and one   |
       |               |               | good example of winning the |
       |               |               | traditional way.            |
       |               |               |                             |
       | Ghost         | Goliath       | Nuke his base, especially   |
       |               |               | in areas where ground units |
       |               |               | are abundant, then use your |
       |               |               | goliaths to take out the    |
       |               |               | other areas, since if most  |
       |               |               | the opponent's ground units |
       |               |               | are taken out, goliaths are |
       |               |               | sure to dominate.           |
       |               |               |                             |
       | Ghost         | Wraith        | Nuke his entire base then   |
       |               |               | clean it all up, just like  |
       |               |               | with the marines.           |
       |               |               |                             |
       | Ghost         | Dropship      | Nuke his base then retreat  |
       |               |               | with the help of your drop- |
       |               |               | ship. Mission accomplished, |
       |               |               | piece o' cake.              |
       |               |               |                             |
       | Ghost         | Science       | Cloaking is an essential    |
       |               | Vessel        | part of successful nuking,  |
       |               |               | but when all fails and your |
       |               |               | ghost starts getting hit by |
       |               |               | enemy attacks, quickly cast |
       |               |               | Defensive Matrix on him to  |
       |               |               | prolong his life, hopefully |
       |               |               | long enough to accomplish   |
       |               |               | the mission.                |
       |               |               |                             |
       | Ghost         | Battlecruiser | Nuke his entire base then   |
       |               |               | finish it off with the awe- |
       |               |               | some power of the battle-   |
       |               |               | cruiser's Yamato Gun.       |
       |               |               |                             |
       | Vulture       | SCV           | Using an SCV to repair your |
       |               |               | mechanical units while they |
       |               |               | duke it out with the enemy  |
       |               |               | is a good idea, but seldom  |
       |               |               | does it work in situations  |
       |               |               | other than those that are   |
       |               |               | only in theory.             |
       |               |               |                             |
       | Vulture       | Marine        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Vulture       | Firebat       | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to plant your  |
       |               |               | spider mines till most your |
       |               |               | firebats are killed. Spider |
       |               |               | mines can kill firebats,    |
       |               |               | you know.                   |
       |               |               |                             |
       | Vulture       | Ghost         | Many people believe that it |
       |               |               | simply is illogical to drop |
       |               |               | a nuke in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few vultures for a   |
       |               |               | well-placed nuke, would     |
       |               |               | you? Would you!?            |
       |               |               |                             |
       | Vulture       | Vulture       | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Vulture       | Siege Tank    | Vultures will play some hit |
       |               |               | and run, while those tanks  |
       |               |               | (in siege mode, of course)  |
       |               |               | will play hit and hit. A    |
       |               |               | pretty mighty combo if ya   |
       |               |               | ask me.                     |
       |               |               |                             |
       | Vulture       | Goliath       | Both will fare well on the  |
       |               |               | ground (though vultures'll  |
       |               |               | fare better), but when the  |
       |               |               | opponent's air units arrive |
       |               |               | it's time for the goliath   |
       |               |               | to do what it does best.    |
       |               |               |                             |
       | Vulture       | Wraith        | The vultures will swarm the |
       |               |               | opponent's base, heavily    |
       |               |               | concentrating on all nearby |
       |               |               | detectors in the base. Then |
       |               |               | come the wraiths (cloaked,  |
       |               |               | of course) to finish off    |
       |               |               | what remains of the vulture |
       |               |               | strike.                     |
       |               |               |                             |
       | Vulture       | Dropship      | Your dropship will load the |
       |               |               | vultures and situate them   |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo?         |
       |               |               |                             |
       | Vulture       | Science       | On the battlefield itself,  |
       |               | Vessel        | planting a spider mine will |
       |               |               | often result in a waste of  |
       |               |               | ammo since a good opponent  |
       |               |               | would most likely target    |
       |               |               | that above all things. Good |
       |               |               | you got a science vessel by |
       |               |               | your side to give the mine  |
       |               |               | an extra 250 HP (via Defen- |
       |               |               | sive Matrix) till it does   |
       |               |               | its job.                    |
       |               |               |                             |
       | Vulture       | Battlecruiser | Those YGuns can really rock |
       |               |               | an opponent's base, but     |
       |               |               | coupled with the vultures'  |
       |               |               | spider mines? Instant anni- |
       |               |               | hilation! Just use your     |
       |               |               | spider mines wisely, and    |
       |               |               | remember to YGun down any   |
       |               |               | who seek to destroy these   |
       |               |               | burrowed bombs before they  |
       |               |               | accomplish their missions.  |
       |               |               |                             |
       | Siege Tank    | SCV           | Using an SCV to repair your |
       |               |               | mechanical units while they |
       |               |               | duke it out with the enemy  |
       |               |               | is a good idea, but seldom  |
       |               |               | does it work in situations  |
       |               |               | other than those that are   |
       |               |               | only in theory.             |
       |               |               |                             |
       | Siege Tank    | Marine        | Siege tanks, especially     |
       |               |               | those in siege mode, can    |
       |               |               | wreck some serious havoc in |
       |               |               | any given base because of   |
       |               |               | their long-ranged attacks.  |
       |               |               | However, also because of    |
       |               |               | these attacks, siege-moded  |
       |               |               | siege tanks are helpless if |
       |               |               | ever an enemy unit gets too |
       |               |               | close. And it's the marines'|
       |               |               | job to prevent that from    |
       |               |               | happening.                  |
       |               |               |                             |
       | Siege Tank    | Firebat       | Siege tanks, especially     |
       |               |               | those in siege mode, can    |
       |               |               | wreck some serious havoc in |
       |               |               | any given base because of   |
       |               |               | their long-ranged attacks.  |
       |               |               | However, also because of    |
       |               |               | these attacks, siege-moded  |
       |               |               | siege tanks are helpless if |
       |               |               | ever an enemy unit gets too |

       |               |               | close. And like the marine, |
       |               |               | it can also be the job of   |
       |               |               | the firebat to prevent that |
       |               |               | from happening.             |
       |               |               |                             |
       | Siege Tank    | Ghost         | Many people believe that it |
       |               |               | simply is illogical to drop |
       |               |               | a nuke in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few siege tanks for  |
       |               |               | a well-placed nuke, would   |
       |               |               | you? Would you!?            |
       |               |               |                             |
       | Siege Tank    | Vulture       | Siege tanks, especially     |
       |               |               | those in siege mode, can    |
       |               |               | wreck some serious havoc in |
       |               |               | any given base because of   |
       |               |               | their long-ranged attacks.  |
       |               |               | However, also because of    |
       |               |               | these attacks, siege-moded  |
       |               |               | siege tanks are helpless if |
       |               |               | ever an enemy unit gets too |
       |               |               | close. And like the marine, |
       |               |               | it can also be the job of   |
       |               |               | the vulture to prevent that |
       |               |               | from happening.             |
       |               |               |                             |
       | Siege Tank    | Siege Tank    | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Siege Tank    | Goliath       | The perfect "brute" combo,  |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your goliaths to   |
       |               |               | take out the opponent's air |
       |               |               | units and the siege-moded   |
       |               |               | siege tanks for those that  |
       |               |               | move on land---cool!        |
       |               |               |                             |
       | Siege Tank    | Wraith        | The siege tanks (any mode   |
       |               |               | will do) will swarm the     |
       |               |               | opponent's base, heavily    |
       |               |               | concentrating on all nearby |
       |               |               | detectors in the base. Then |
       |               |               | come the wraiths (cloaked,  |
       |               |               | of course) to finish off    |
       |               |               | what remains of the siege   |
       |               |               | tank strike.                |
       |               |               |                             |
       | Siege Tank    | Dropship      | Your dropship will load the |
       |               |               | tank-moded siege tanks and  |
       |               |               | situate them somewhere in   |
       |               |               | the middle of an opponent's |
       |               |               | base, what else were you    |
       |               |               | thinking for this type of   |
       |               |               | combo?                      |
       |               |               |                             |
       | Siege Tank    | Science       | Using a science vessel to   |
       |               | Vessel        | provide your high damaging  |
       |               |               | units with much needed pro- |
       |               |               | tection via Defensive Mat-  |
       |               |               | rix will give them more or  |
       |               |               | less enough time to destroy |
       |               |               | more than twice their total |
       |               |               | worth. Highly recommended.  |
       |               |               |                             |
       | Siege Tank    | Battlecruiser | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your battlecrui-   |
       |               |               | sers to take out the enemy  |
       |               |               | air units and the siege-    |
       |               |               | moded siege tanks for those |
       |               |               | that move on land---cool!   |
       |               |               |                             |</pre><pre id="faqspan-9">
       | Goliath       | SCV           | Using an SCV to repair your |
       |               |               | mechanical units while they |
       |               |               | duke it out with the enemy  |
       |               |               | is a good idea, but seldom  |
       |               |               | does it work in situations  |
       |               |               | other than those that are   |
       |               |               | only in theory.             |
       |               |               |                             |
       | Goliath       | Marine        | Goliaths cannot do much if  |
       |               |               | surrounded by short-ranged  |
       |               |               | ground units. And though    |
       |               |               | your marines could be used  |
       |               |               | to keep this from happening,|
       |               |               | perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Goliath       | Firebat       | Goliaths cannot do much if  |
       |               |               | surrounded by short-ranged  |
       |               |               | ground units. And though    |
       |               |               | your firebats could be used |
       |               |               | to keep this from happening,|
       |               |               | perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Goliath       | Ghost         | In the case of a mass mech  |
       |               |               | attack by either Terran or  |
       |               |               | Protoss, the ghosts may use |
       |               |               | their Lockdown spell to pa- |
       |               |               | ralyze those major mechs    |
       |               |               | while the goliaths give     |
       |               |               | them a good beating.        |
       |               |               |                             |
       | Goliath       | Vulture       | Goliaths really were made   |
       |               |               | for back-up purposes, and   |
       |               |               | so doing it the other way   |
       |               |               | around is perhaps the bet-  |
       |               |               | ter idea.                   |
       |               |               |                             |
       | Goliath       | Siege Tank    | The perfect "brute" combo,  |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your goliaths to   |
       |               |               | take out the opponent's air |
       |               |               | units and the siege-moded   |
       |               |               | siege tanks for those that  |
       |               |               | move on land---cool!        |
       |               |               |                             |
       | Goliath       | Goliath       | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Goliath       | Wraith        | With the goliaths' superior-|
       |               |               | ity over air units, they    |
       |               |               | could be used to to take    |
       |               |               | the opponent's mother ships |
       |               |               | and mobile detectors while  |
       |               |               | their wraith squad back-up  |
       |               |               | hammers on everything else  |
       |               |               | that's less of a threat.    |
       |               |               |                             |
       | Goliath       | Dropship      | Your dropship will load the |
       |               |               | goliaths and situate them   |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo?         |
       |               |               |                             |
       | Goliath       | Science       | Using a science vessel to   |
       |               | Vessel        | provide your high damaging  |
       |               |               | units with much needed pro- |
       |               |               | tection via Defensive Mat-  |
       |               |               | rix will give them more or  |
       |               |               | less enough time to destroy |
       |               |               | more than twice their total |
       |               |               | worth. Highly recommended   |
       |               |               | against air units, even mo- |
       |               |               | ther ships if you will.     |
       |               |               |                             |
       | Goliath       | Battlecruiser | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your goli- |
       |               |               | aths to take out the enemy  |
       |               |               | air units and the battle-   |
       |               |               | cruisers for those that     |
       |               |               | move on land---very cool!   |
       |               |               |                             |
       | Wraith        | SCV           | Using an SCV to repair your |
       |               |               | mechanical units while they |
       |               |               | duke it out with the enemy  |
       |               |               | is a good idea, but seldom  |
       |               |               | does it work in situations  |
       |               |               | other than those that are   |
       |               |               | only in theory.             |
       |               |               |                             |
       | Wraith        | Marine        | Wraiths are quite pathetic  |
       |               |               | in air-to-ground situations,|
       |               |               | and using your most basic   |
       |               |               | ground units (marines) to   |
       |               |               | help them out is just the   |
       |               |               | thing to do.                |
       |               |               |                             |
       | Wraith        | Firebat       | Wraiths are quite pathetic  |
       |               |               | in air-to-ground situations,|
       |               |               | and using your most basic   |
       |               |               | ground units (firebats) to  |
       |               |               | help them out is just the   |
       |               |               | thing to do. Not as recom-  |
       |               |               | mended as the wraith-marine |
       |               |               | combo, but recommended none-|
       |               |               | theless.                    |
       |               |               |                             |
       | Wraith        | Ghost         | In the case of a mass mech  |
       |               |               | attack by either Terran or  |
       |               |               | Protoss, the ghosts may use |
       |               |               | their Lockdown spell to pa- |
       |               |               | ralyze those major mechs    |
       |               |               | while the wraiths give them |
       |               |               | a good beating.             |
       |               |               |                             |
       | Wraith        | Vulture       | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Wraith        | Siege Tank    | Wraiths are quite pathetic  |
       |               |               | in air-to-ground situations,|
       |               |               | and using your less basic   |
       |               |               | ground units (siege tanks)  |
       |               |               | to help them out is just    |
       |               |               | the thing to do. Not as     |
       |               |               | recommended as the wraith-  |
       |               |               | marine combo, but recommen- |
       |               |               | ded nonetheless.            |
       |               |               |                             |
       | Wraith        | Goliath       | The wraiths here could pick |
       |               |               | on large ground units that  |
       |               |               | can't attack airborne foes, |
       |               |               | but once the opponent's air |
       |               |               | force arrives, it's time to |
       |               |               | play some hit and run to    |
       |               |               | lure them into the goliaths'|
       |               |               | loving missiles.            |
       |               |               |                             |
       | Wraith        | Wraith        | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Wraith        | Dropship      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Wraith        | Science       | Using a science vessel to   |
       |               | Vessel        | provide your wraiths with   |
       |               |               | much needed protection via  |
       |               |               | Defensive Matrix will give  |
       |               |               | them enough time to destroy |
       |               |               | more than twice their total |
       |               |               | worth. Should've been one   |
       |               |               | of those highly recommended |
       |               |               | combos, but for some reason |
       |               |               | I don't use it much. Per-   |
       |               |               | haps it's because wraiths   |
       |               |               | should always come in tens, |
       |               |               | and casting Defensive Mat-  |
       |               |               | rix on all of them is just  |
       |               |               | too tedious!                |
       |               |               |                             |
       | Wraith        | Battlecruiser | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to show your   |
       |               |               | battlecruisers to the enemy |
       |               |               | if your cloaked wraiths can |
       |               |               | accomplish the mission by   |
       |               |               | themselves.                 |
       |               |               |                             |
       | Dropship      | SCV           | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Dropship      | Marine        | And how do you expect to    |
       |               |               | attack with a dropship? You |
       |               |               | don't! Using the dropship   |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Dropship      | Firebat       | And how do you expect to    |
       |               |               | attack with a dropship? You |
       |               |               | don't! Using the dropship   |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Dropship      | Ghost         | And how do you expect to    |
       |               |               | attack with a dropship? You |
       |               |               | don't! Using the dropship   |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Dropship      | Vulture       | And how do you expect to    |
       |               |               | attack with a dropship? You |
       |               |               | don't! Using the dropship   |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Dropship      | Siege Tank    | And how do you expect to    |
       |               |               | attack with a dropship? You |
       |               |               | don't! Using the dropship   |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Dropship      | Goliath       | And how do you expect to    |
       |               |               | attack with a dropship? You |
       |               |               | don't! Using the dropship   |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it. (I actually   |
       |               |               | said that six times in a    |
       |               |               | row!! whew...)              |
       |               |               |                             |
       | Dropship      | Wraith        | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Dropship      | Dropship      | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Dropship      | Science       | A combo of two non-attack-  |
       |               | Vessel        | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Dropship      | Battlecruiser | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Science       | SCV           | Well, you can Irradiate all |
       | Vessel        |               | the opponent's units while  |
       |               |               | using the SCV to repair any |
       |               |               | damage sustained, but this  |
       |               |               | type of combo just won't    |
       |               |               | work for long even against  |
       |               |               | average players.            |
       |               |               |                             |
       | Science       | Marine        | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base then |
       |               |               | clean it up. 'Nuff said.    |
       |               |               |                             |
       | Science       | Firebat       | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base then |
       |               |               | fire it up. Easier said     |
       |               |               | than done.                  |
       |               |               |                             |
       | Science       | Ghost         | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base then |
       |               |               | nuke it. If absolutely      |
       |               |               | nothing explodes or even    |
       |               |               | flames up, then he must be  |
       |               |               | using some sort of god mode |
       |               |               | hack for Starcraft!         |
       |               |               |                             |
       | Science       | Vulture       | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base then |
       |               |               | attack while planting your  |
       |               |               | spider mines to ensure its  |
       |               |               | sterility.                  |
       |               |               |                             |
       | Science       | Siege Tank    | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base then |
       |               |               | give it a good whacking. A  |
       |               |               | very old strategy and one   |
       |               |               | good example of winning the |
       |               |               | traditional way.            |
       |               |               |                             |
       | Science       | Goliath       | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base, in  |
       |               |               | areas where air units are   |
       |               |               | in abundance, then use your |
       |               |               | goliaths to take them all   |
       |               |               | out without even breaking a |
       |               |               | sweat.                      |
       |               |               |                             |
       | Science       | Wraith        | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base then |
       |               |               | clean it all up, just like  |
       |               |               | with the marines.           |
       |               |               |                             |
       | Science       | Dropship      | A combo of a transport unit |
       | Vessel        |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Science       | Science       | This ain't no combo so try  |
       | Vessel        | Vessel        | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Science       | Battlecruiser | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base then |
       |               |               | finish it off with the awe- |
       |               |               | some power of the battle-   |
       |               |               | cruiser's Yamato Gun.       |
       |               |               |                             |
       | Battlecruiser | SCV           | Using an SCV to repair your |
       |               |               | mechanical units while they |
       |               |               | duke it out with the enemy  |
       |               |               | is a good idea, but only    |
       |               |               | for your battlecruisers,    |
       |               |               | which are large enough to   |
       |               |               | hide the SCVs that are try- |
       |               |               | ing to repair them.         |
       |               |               |                             |
       | Battlecruiser | Marine        | Only works for the Zerg:    |
       |               |               | Use your battlecruisers to  |
       |               |               | cast Yamato Guns on the     |
       |               |               | opponent's buildings. While |
       |               |               | they're busy, your marines  |
       |               |               | will be on the lookout for  |
       |               |               | stray scourges that most    |
       |               |               | likely would go for the air |
       |               |               | units--the battlecruisers-- |
       |               |               | you are using.              |
       |               |               |                             |
       | Battlecruiser | Firebat       | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Battlecruiser | Ghost         | In the case of a mass mech  |
       |               |               | attack by either Terran or  |
       |               |               | Protoss, the ghosts may use |
       |               |               | their Lockdown spell to pa- |
       |               |               | ralyze those major mechs    |
       |               |               | while the battlecruisers    |
       |               |               | give them a good gunning.   |
       |               |               |                             |
       | Battlecruiser | Vulture       | The vultures can simply     |
       |               |               | help the battlecruisers out |
       |               |               | in whacking an army of effi-|
       |               |               | cient ground-to-air units,  |
       |               |               | but really it's just the    |
       |               |               | battlecruisers that'd take  |
       |               |               | care of almost everything   |
       |               |               | else.                       |
       |               |               |                             |
       | Battlecruiser | Siege Tank    | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your battlecrui-   |
       |               |               | sers to take out the enemy  |
       |               |               | air units and the siege-    |
       |               |               | moded siege tanks for those |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Battlecruiser | Goliath       | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your goli- |
       |               |               | aths to take out the enemy  |
       |               |               | air units and the battle-   |
       |               |               | cruisers for those that     |
       |               |               | move on land---very cool!   |
       |               |               |                             |
       | Battlecruiser | Wraith        | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to show your   |
       |               |               | battlecruisers to the enemy |
       |               |               | if your cloaked wraiths can |
       |               |               | accomplish the mission by   |
       |               |               | themselves.                 |
       |               |               |                             |
       | Battlecruiser | Dropship      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Battlecruiser | Science       | Using a science vessel to   |
       |               | Vessel        | provide your high damaging  |
       |               |               | units with much needed pro- |
       |               |               | tection via Defensive Mat-  |
       |               |               | rix will give them more or  |
       |               |               | less enough time to destroy |
       |               |               | more than twice their total |
       |               |               | worth. Highly recommended.  |
       |               |               |                             |
       | Battlecruiser | Battlecruiser | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       |               |               |                             |
-----------------------------------------------------------------------


Other Terran combos include:


1) attackers       : any ground unit       -|
  extra attackers : any other ground unit -|
  back-up         : dropship              -|
  extra back-up   : science vessel        ---> Dropships can rarely enter
                                               any base unharmed, or any
  expected ratio  : any number less than       good base alive. It is
                    or equal to sixteen        therefore the job of the
                    ground units for every     science vessel to provide
                    two dropships and one      the dropship with a Defensive
                    science vessel             Matrix before the said
                                               transport unit proceeds
                                               to unload your men in the
                                               middle of an opponent's
                                               base.


2) attackers       : marine     -|
  extra attackers : none       -|
  back-up         : siege tank -|
  extra back-up   : goliath    ---> Marines will play some hit and run,
                                    while those tanks (in siege mode, of
  expected ratio  : four marines    course) will play hit and hit. Only
                    for every one   an enemy flyer can pass through this
                    siege tank and  type of combo alive, but with goliaths
                    one goliath     hunting them down as soon as they
                                    leave their base perimeter, they don't
                                    have much chance of survival.


3) attackers       : wraith         -|
  extra attackers : battlecruiser  -|
  back-up         : science vessel -|
  extra back-up   : none           ---> You first attack with a bunch
                                        of cloaked wraiths and finish
  expected ratio  : six wraiths for     the job if you can. If you can't,
                    every two battle-   then send in the battlecruisers
                    cruisers and one    to attack along with the wraiths.
                    science vessel      And if you STILL think you're
                                        eventually gonna be overpowered
                                        by their numbers, then use your
                                        science vessels to cast Defensive
                                        Matrix on the battlecruisers,
                                        especially those that are just
                                        about done for.


_______________________________________________________________________
Race____|_Attacker______|_Back-up_______|_Comments____________________|
       |               |               |                             |
Zerg    | Drone         | Drone         | Are you kiddin me, boy!?    |
       |               |               | Use this type of attack,    |
       |               |               | (note: it ain't no combo)   |
       |               |               | when rushing the opponent   |
       |               |               | VERY early in the game;     |
       |               |               | still a very lame idea if   |
       |               |               | ya ask me, but it's your    |
       |               |               | choice.                     |
       |               |               |                             |
       | Drone         | Zergling      | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Hydralisk     | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Ultralisk     | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               | (That's three times I said  |
       |               |               | the exact same thing...)    |
       |               |               |                             |
       | Drone         | Defiler       | Changing my lines a little  |
       |               |               | bit, using a drone to win's |
       |               |               | just plain pathetic, unless |
       |               |               | the opponent's units have   |
       |               |               | already suffered the full   |
       |               |               | effects of the defiler's    |
       |               |               | Plague spell, and you got   |
       |               |               | no other men to finish the  |
       |               |               | job.                        |
       |               |               |                             |
       | Drone         | Broodling     | Going back to the original, |
       |               |               | attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Infested      | And again for the 5th time, |
       |               | Terran        | attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Overlord      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me. (Hooyah! an en-  |
       |               |               | tirely different quote!)    |
       |               |               |                             |
       | Drone         | Mutalisk      | And for the last 3 times,   |
       |               |               | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Guardian      | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Queen         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me. (That's twice I  |
       |               |               | used the new quote :p )     |
       |               |               |                             |
       | Drone         | Scourge       | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               | (Whoa! That makes a total   |
       |               |               | of EIGHT identical comments |
       |               |               | for the drone! Goes to show |
       |               |               | how these workers really    |
       |               |               | fare in the battlefield...) |
       |               |               |                             |
       | Zergling      | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Zergling      | Zergling      | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Zergling      | Hydralisk     | The strategies that come    |
       |               |               | with this combo are quite   |
       |               |               | simple: just use your zerg- |
       |               |               | lings against his stronger  |
       |               |               | but shorter-ranged ground   |
       |               |               | units, while the hydralisks |
       |               |               | continously whack them from |
       |               |               | afar.                       |
       |               |               |                             |
       | Zergling      | Ultralisk     | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Zergling      | Defiler       | The defiler's Dark Swarm    |
       |               |               | spell enables any unit to   |
       |               |               | penetrate any opponent's    |
       |               |               | base unharmed by what most  |
       |               |               | likely it would face first, |
       |               |               | namely, units with long-    |
       |               |               | range weapons! With this    |
       |               |               | spell cast in strategic     |
       |               |               | locations throughout your   |
       |               |               | opponent's base, your zerg- |
       |               |               | lings should have no prob-  |
       |               |               | lem finishing their mission |
       |               |               | in record time.             |
       |               |               |                             |
       | Zergling      | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by zerglings alone, simply  |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Zergling      | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Zergling      | Overlord      | Your overlord will load the |
       |               |               | zerglings and situate them  |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo?         |
       |               |               |                             |
       | Zergling      | Mutalisk      | The zerglings will enter an |
       |               |               | opponent's base, split up,  |
       |               |               | and attack everything in    |
       |               |               | sight. And while they do,   |
       |               |               | the mutalisks and their     |
       |               |               | bouncing Glave Wurms will   |
       |               |               | finish the job, or jobs.    |
       |               |               |                             |
       | Zergling      | Guardian      | Your zerglings will swarm   |
       |               |               | the opponent's base, attack-|
       |               |               | ing anything you want it to.|
       |               |               | Meanwhile, you must utilize |
       |               |               | your guardians to take out  |
       |               |               | enemy spell casters as well |
       |               |               | as his splash-damagers,     |
       |               |               | since it's these two types  |
       |               |               | of units that can really    |
       |               |               | ruin a swarm.               |
       |               |               |                             |
       | Zergling      | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | zerglings for attacking,    |
       |               |               | and at the same time use    |
       |               |               | your queens for casting     |
       |               |               | spells other than Parasite  |
       |               |               | on enemy units when needed. |
       |               |               |                             |
       | Zergling      | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Hydralisk     | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Hydralisk     | Zergling      | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Hydralisk     | Hydralisk     | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Hydralisk     | Ultralisk     | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Hydralisk     | Defiler       | The defiler's Dark Swarm    |
       |               |               | spell enables any unit to   |
       |               |               | penetrate any opponent's    |
       |               |               | base unharmed by what most  |
       |               |               | likely it would face first, |
       |               |               | namely, units with long-    |
       |               |               | range weapons! With this    |
       |               |               | spell cast in strategic     |
       |               |               | locations throughout your   |
       |               |               | opponent's base, your hydra-|
       |               |               | lisks should have no prob-  |
       |               |               | lem finishing their mission |
       |               |               | in record time. Take note   |
       |               |               | that even though your hydra-|
       |               |               | lisks themselves wouldn't   |
       |               |               | be able to deal damage to   |
       |               |               | their enemies, they can and |
       |               |               | should attack the enemy's   |
       |               |               | buildings instead.          |
       |               |               |                             |
       | Hydralisk     | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by hydralisks alone, simply |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Hydralisk     | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Hydralisk     | Overlord      | Your overlord will load the |
       |               |               | hydralisks and situate them |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo?         |
       |               |               |                             |
       | Hydralisk     | Mutalisk      | The hydralisks will enter   |
       |               |               | an opponent's base, split   |
       |               |               | up, and attack everything   |
       |               |               | in sight. And while they    |
       |               |               | do, the mutalisks and their |
       |               |               | bouncing Glave Wurms will   |
       |               |               | finish the job, or jobs.    |</pre><pre id="faqspan-10">
       |               |               |                             |
       | Hydralisk     | Guardian      | Your hydralisks will swarm  |
       |               |               | the opponent's base, attack-|
       |               |               | ing anything you want it to.|
       |               |               | Meanwhile, you must utilize |
       |               |               | your guardians to take out  |
       |               |               | enemy spell casters as well |
       |               |               | as his splash-damagers,     |
       |               |               | since it's these two types  |
       |               |               | of units that can really    |
       |               |               | ruin a swarm.               |
       |               |               |                             |
       | Hydralisk     | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | hydralisks for attacking,   |
       |               |               | and at the same time use    |
       |               |               | your queens for casting     |
       |               |               | spells other than Parasite  |
       |               |               | on enemy units when needed. |
       |               |               |                             |
       | Hydralisk     | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Ultralisk     | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Ultralisk     | Zergling      | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Ultralisk     | Hydralisk     | The strategies that come    |
       |               |               | with this combo are quite   |
       |               |               | simple: just use your ultra-|
       |               |               | lisks against his stronger  |
       |               |               | but shorter-ranged ground   |
       |               |               | units, while the hydralisks |
       |               |               | continously whack them from |
       |               |               | afar.                       |
       |               |               |                             |
       | Ultralisk     | Ultralisk     | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Ultralisk     | Defiler       | The defiler's Dark Swarm    |
       |               |               | spell enables any unit to   |
       |               |               | penetrate any opponent's    |
       |               |               | base unharmed by what most  |
       |               |               | likely it would face first, |
       |               |               | namely, units with long-    |
       |               |               | range weapons! With this    |
       |               |               | spell cast in strategic     |
       |               |               | locations throughout your   |
       |               |               | opponent's base, your ultra-|
       |               |               | lisks should have no prob-  |
       |               |               | lem finishing their mission |
       |               |               | in record time.             |
       |               |               |                             |
       | Ultralisk     | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by ultralisks alone, simply |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Ultralisk     | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Ultralisk     | Overlord      | Your overlord will load the |
       |               |               | ultralisks and situate them |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo?         |
       |               |               |                             |
       | Ultralisk     | Mutalisk      | The ultralisks will enter   |
       |               |               | an opponent's base, split   |
       |               |               | up, and attack everything   |
       |               |               | in sight. And while they    |
       |               |               | do, the mutalisks and their |
       |               |               | bouncing Glave Wurms will   |
       |               |               | finish the job, or jobs.    |
       |               |               |                             |
       | Ultralisk     | Guardian      | A good example of a "brute" |
       |               |               | combo, works both ways and  |
       |               |               | utilizes your guardians to  |
       |               |               | take out the opponent's     |
       |               |               | spell casters and your ul-  |
       |               |               | tralisks to take care of    |
       |               |               | everything else.            |
       |               |               |                             |
       | Ultralisk     | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | ultralisks for attacking,   |
       |               |               | and at the same time use    |
       |               |               | your queens for casting     |
       |               |               | spells other than Parasite  |
       |               |               | on enemy units when needed. |
       |               |               |                             |
       | Ultralisk     | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Defiler       | Drone         | As mentioned quite earlier, |
       |               |               | using a drone to win is     |
       |               |               | just plain pathetic, unless |
       |               |               | the opponent's units have   |
       |               |               | already suffered the full   |
       |               |               | effects of the defiler's    |
       |               |               | Plague spell, and you got   |
       |               |               | no other men to finish the  |
       |               |               | job.                        |
       |               |               |                             |
       | Defiler       | Zergling      | Plague his base then eat it |
       |               |               | up. Easier said than done.  |
       |               |               |                             |
       | Defiler       | Hydralisk     | Plague his base then slime  |
       |               |               | it all up. Sounds good,     |
       |               |               | tastes even better.         |
       |               |               |                             |
       | Defiler       | Ultralisk     | Plague his entire base then |
       |               |               | give it a good whacking. A  |
       |               |               | very old strategy and one   |
       |               |               | good example of winning the |
       |               |               | traditional way.            |
       |               |               |                             |
       | Defiler       | Defiler       | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Defiler       | Broodling     | Using a broodling to win's  |
       |               |               | just plain pathetic, unless |
       |               |               | the opponent's units have   |
       |               |               | already suffered the full   |
       |               |               | effects of the defiler's    |
       |               |               | Plague spell, and you got   |
       |               |               | no other men to finish the  |
       |               |               | job.                        |
       |               |               |                             |
       | Defiler       | Infested      | Plague his base then blow   |
       |               | Terran        | it up. 'Nuff said.          |
       |               |               |                             |
       | Defiler       | Overlord      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Defiler       | Mutalisk      | The only difference between |
       |               |               | this combo and doing it the |
       |               |               | other way around is the or- |
       |               |               | der of action: This time    |
       |               |               | the defiler casts Plague    |
       |               |               | BEFORE its back-up units--- |
       |               |               | the mutalisks---attack.     |
       |               |               |                             |
       | Defiler       | Guardian      | The only difference between |
       |               |               | this combo and doing it the |
       |               |               | other way around is the or- |
       |               |               | der of action: This time    |
       |               |               | the defiler casts Plague    |
       |               |               | BEFORE its back-up units--- |
       |               |               | the guardians---attack.     |
       |               |               |                             |
       | Defiler       | Queen         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Defiler       | Scourge       | The only difference between |
       |               |               | this combo and doing it the |
       |               |               | other way around is the or- |
       |               |               | der of action: This time    |
       |               |               | the defiler casts Plague    |
       |               |               | BEFORE its back-up units--- |
       |               |               | the scourges---attack.      |
       |               |               |                             |
       | Broodling     | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Broodling     | Zergling      | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by zerglings alone, simply  |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Broodling     | Hydralisk     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by hydralisks alone, simply |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Broodling     | Ultralisk     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by ultralisks alone, simply |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Broodling     | Defiler       | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Plague in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few (and even a lot) |
       |               |               | of your broodlings for a    |
       |               |               | well-placed Plague , would  |
       |               |               | you? Would you !?           |
       |               |               |                             |
       | Broodling     | Broodling     | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Broodling     | Infested      | Look, your infested terrans |
       |               | Terran        | would probably even KILL    |
       |               |               | all your broodlings in the  |
       |               |               | process of backing them up. |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Broodling     | Overlord      | Your overlord will load the |
       |               |               | broodlings and situate them |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo?         |
       |               |               |                             |
       | Broodling     | Mutalisk      | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by mutalisks alone, simply  |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Broodling     | Guardian      | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by guardians alone, simply  |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings! (How    |
       |               |               | many times did I say that?  |
       |               |               | five? Ow, shucks...)        |
       |               |               |                             |
       | Broodling     | Queen         | Works both ways, since,     |
       |               |               | after all, broodlings DO    |
       |               |               | come from the queens! But   |
       |               |               | as far as I'm concerned,    |
       |               |               | the fact that an enemy unit |
       |               |               | was killed in the process   |
       |               |               | is enough for the combo to  |
       |               |               | be well worth the energy of |
       |               |               | the beloved queen.          |
       |               |               |                             |
       | Broodling     | Scourge       | Besides being both small    |
       |               |               | and weak, the scourge is a  |
       |               |               | sacrificial unit while the  |
       |               |               | broodling dies after some   |
       |               |               | time. Teaming them up is    |
       |               |               | pretty much the same as     |
       |               |               | having them attack indivi-  |
       |               |               | dually.                     |
       |               |               |                             |
       | Infested      | Drone         | As mentioned, do not use a  |
       | Terran        |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Infested      | Zergling      | Works both ways, since the  |
       | Terran        |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Infested      | Hydralisk     | Works both ways, since the  |
       | Terran        |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Infested      | Ultralisk     | Works both ways, since the  |
       | Terran        |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Infested      | Defiler       | The defiler's Dark Swarm    |
       | Terran        |               | spell enables any unit to   |
       |               |               | penetrate any opponent's    |
       |               |               | base unharmed by what most  |
       |               |               | likely it would face first, |
       |               |               | namely, units with long-    |
       |               |               | range weapons! With this    |
       |               |               | spell cast in strategic     |
       |               |               | locations throughout your   |
       |               |               | opponent's base, your in-   |
       |               |               | fested terrans should have  |
       |               |               | no problem finishing their  |
       |               |               | mission in record time.     |
       |               |               |                             |
       | Infested      | Broodling     | Nothing this type of combo  |
       | Terran        |               | can do that can't be done   |
       |               |               | by the infested terrans     |
       |               |               | alone since broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Infested      | Infested      | This ain't no combo so try  |
       | Terran        | Terran        | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       |               |               |                             |
       | Infested      | Overlord      | Your overlord will load the |
       | Terran        |               | infested terrans and unload |
       |               |               | them somewhere right in the |
       |               |               | middle of an opponent's     |
       |               |               | base, what else were you    |
       |               |               | thinking for this type of   |
       |               |               | combo?                      |
       |               |               |                             |
       | Infested      | Mutalisk      | The infested terrans will   |
       | Terran        |               | enter an opponent's base,   |
       |               |               | split up, and attack every- |
       |               |               | thing in sight. And while   |
       |               |               | they do, the mutalisks and  |
       |               |               | their bouncing Glave Wurms  |
       |               |               | will finish the job, or     |
       |               |               | jobs.                       |
       |               |               |                             |
       | Infested      | Guardian      | Your infested terrans will  |
       | Terran        |               | swarm the opponent's base,  |
       |               |               | attacking anything you want |
       |               |               | it to. Meanwhile, you must  |
       |               |               | use your guardians to take  |
       |               |               | out enemy spell casters as  |
       |               |               | well as his splash-damagers,|
       |               |               | since it's these two types  |
       |               |               | of units that can really    |
       |               |               | ruin a swarm.               |
       |               |               |                             |
       | Infested      | Queen         | Nothing specific for this   |
       | Terran        |               | type of combo; just use the |
       |               |               | infested terrans for attack-|
       |               |               | ing, and at the same time   |
       |               |               | use your queens for casting |
       |               |               | spells other than Parasite  |
       |               |               | on enemy units when needed. |
       |               |               |                             |
       | Infested      | Scourge       | "SACRIFICE US!!" This combo |
       | Terran        |               | works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Overlord      | Drone         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Overlord      | Zergling      | And how do you expect to    |
       |               |               | attack with an overlord?    |
       |               |               | You don't! Using your over- |
       |               |               | lord as a decoy is quite a  |
       |               |               | cool idea, but still I      |
       |               |               | wouldn't recommend it.      |
       |               |               |                             |
       | Overlord      | Hydralisk     | And how do you expect to    |
       |               |               | attack with an overlord?    |
       |               |               | You don't! Using your over- |
       |               |               | lord as a decoy is quite a  |
       |               |               | cool idea, but still I      |
       |               |               | wouldn't recommend it.      |
       |               |               |                             |
       | Overlord      | Ultralisk     | And how do you expect to    |
       |               |               | attack with an overlord?    |
       |               |               | You don't! Using your over- |
       |               |               | lord as a decoy is quite a  |
       |               |               | cool idea, but still I      |
       |               |               | wouldn't recommend it.      |
       |               |               |                             |
       | Overlord      | Defiler       | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Overlord      | Broodling     | And how do you expect to    |
       |               |               | attack with an overlord?    |
       |               |               | You don't! Using your over- |
       |               |               | lord as a decoy is quite a  |
       |               |               | cool idea, but still I      |
       |               |               | wouldn't recommend it.      |
       |               |               |                             |
       | Overlord      | Infested      | And how do you expect to    |
       |               | Terran        | attack with an overlord?    |
       |               |               | You don't! Using your over- |
       |               |               | lord as a decoy is quite a  |
       |               |               | cool idea, but still I      |
       |               |               | wouldn't recommend it.      |
       |               |               | (Please bear with the fact  |
       |               |               | that I restate my comments  |
       |               |               | in different events, since  |
       |               |               | there really is no better   |
       |               |               | way to do it.)              |
       |               |               |                             |
       | Overlord      | Overlord      | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Overlord      | Mutalisk      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Overlord      | Guardian      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Overlord      | Queen         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Overlord      | Scourge       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me. (yeah, yeah, repetitive |
       |               |               | I know that!)               |
       |               |               |                             |
       | Mutalisk      | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Mutalisk      | Zergling      | Perhaps doing it the other  |
       |               |               | way around---or just attack-|
       |               |               | ing with these units as if  |
       |               |               | they weren't teamed up---is |
       |               |               | the better idea.            |
       |               |               |                             |
       | Mutalisk      | Hydralisk     | Perhaps doing it the other  |
       |               |               | way around---or just attack-|
       |               |               | ing with these units as if  |
       |               |               | they weren't teamed up---is |
       |               |               | the better idea.            |
       |               |               |                             |
       | Mutalisk      | Ultralisk     | Perhaps doing it the other  |
       |               |               | way around---or just attack-|
       |               |               | ing with these units as if  |
       |               |               | they weren't teamed up---is |
       |               |               | the better idea.            |
       |               |               |                             |
       | Mutalisk      | Defiler       | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Plague in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few mutalisks for a  |
       |               |               | well-placed Plague, would   |
       |               |               | you? Would you!?            |
       |               |               |                             |
       | Mutalisk      | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by mutalisks alone, simply  |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Mutalisk      | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Mutalisk      | Overlord      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Mutalisk      | Mutalisk      | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Mutalisk      | Guardian      | Your mutalisks will swarm   |
       |               |               | the opponent's base, attack-|
       |               |               | ing anything you want it to.|
       |               |               | Meanwhile, you must utilize |
       |               |               | your guardians to take out  |
       |               |               | enemy spell casters as well |
       |               |               | as his splash-damagers,     |
       |               |               | since it's these two types  |
       |               |               | of units that can really    |
       |               |               | ruin a swarm.               |
       |               |               |                             |
       | Mutalisk      | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | mutalisks for attacking,    |
       |               |               | and at the same time use    |
       |               |               | your queens for casting     |
       |               |               | spells other than Parasite  |
       |               |               | on enemy units when needed. |
       |               |               |                             |
       | Mutalisk      | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Guardian      | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Guardian      | Zergling      | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Guardian      | Hydralisk     | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Guardian      | Ultralisk     | A good example of a "brute" |
       |               |               | combo, works both ways and  |
       |               |               | utilizes your guardians to  |
       |               |               | take out the opponent's     |
       |               |               | spell casters and your ul-  |
       |               |               | tralisks to take care of    |
       |               |               | everything else.            |
       |               |               |                             |
       | Guardian      | Defiler       | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Plague in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few guardians for a  |
       |               |               | well-placed Plague, would   |
       |               |               | you? Would you!?            |
       |               |               |                             |
       | Guardian      | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by guardians alone, simply  |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Guardian      | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Guardian      | Overlord      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Guardian      | Mutalisk      | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Guardian      | Guardian      | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Guardian      | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | guardians for attacking,    |
       |               |               | and at the same time use    |
       |               |               | your queens for casting     |
       |               |               | spells other than Parasite  |
       |               |               | on enemy units when needed. |
       |               |               |                             |
       | Guardian      | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Queen         | Drone         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Queen         | Zergling      | Spawn Broodlings from your  |
       |               |               | opponent's spell casters as |
       |               |               | well as his splash-damagers |
       |               |               | then swarm with your zerg-  |
       |               |               | lings after those anti-     |
       |               |               | swarm units are taken out.  |
       |               |               |                             |
       | Queen         | Hydralisk     | Spawn Broodlings from your  |
       |               |               | opponent's spell casters as |
       |               |               | well as his splash-damagers |
       |               |               | then swarm with your hydra- |
       |               |               | lisks after those anti-     |
       |               |               | swarm units are taken out.  |
       |               |               |                             |
       | Queen         | Ultralisk     | Spawn Broodlings from your  |
       |               |               | opponent's spell casters as |
       |               |               | well as his splash-damagers |
       |               |               | then swarm with your ultra- |
       |               |               | lisks after those anti-     |
       |               |               | swarm units are taken out.  |
       |               |               |                             |
       | Queen         | Defiler       | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Queen         | Broodling     | Works both ways, since,     |
       |               |               | after all, broodlings DO    |
       |               |               | come from the queens! But   |
       |               |               | as far as I'm concerned,    |
       |               |               | the fact that an enemy unit |
       |               |               | was killed in the process   |
       |               |               | is enough for the combo to  |
       |               |               | be well worth the energy of |
       |               |               | the beloved queen.          |
       |               |               |                             |
       | Queen         | Infested      | Spawn Broodlings from your  |
       |               | Terran        | opponent's spell casters as |
       |               |               | well as his splash-damagers |
       |               |               | then swarm with your infest-|
       |               |               | ed terrans after those anti-|
       |               |               | swarm units are taken out.  |
       |               |               |                             |
       | Queen         | Overlord      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Queen         | Mutalisk      | Spawn Broodlings from your  |
       |               |               | opponent's spell casters as |
       |               |               | well as his splash-damagers |
       |               |               | then swarm with your muta-  |
       |               |               | lisks after those anti-     |
       |               |               | swarm units are taken out.  |
       |               |               |                             |
       | Queen         | Guardian      | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Queen         | Queen         | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Queen         | Scourge       | Cast Ensnare on the largest |
       |               |               | of your enemies' air units  |
       |               |               | (eg. Battlecruisers) then   |
       |               |               | chase them all with a batch |
       |               |               | of scourges! It's guaran-   |
       |               |               | teed no escape!             |
       |               |               |                             |
       | Scourge       | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |</pre><pre id="faqspan-11">
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Scourge       | Zergling      | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Hydralisk     | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Ultralisk     | And again, I claim that it  |
       |               |               | works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Defiler       | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Plague in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few scourges for a   |
       |               |               | well-placed Plague, would   |
       |               |               | you? Would you!?            |
       |               |               |                             |
       | Scourge       | Broodling     | Besides being both small    |
       |               |               | and weak, the scourge is a  |
       |               |               | sacrificial unit while the  |
       |               |               | broodling dies after some   |
       |               |               | time. Teaming them up is    |
       |               |               | pretty much the same as     |
       |               |               | having them attack indivi-  |
       |               |               | dually.                     |
       |               |               |                             |
       | Scourge       | Infested      | "SACRIFICE US!!" This combo |
       |               | Terran        | works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Scourge       | Overlord      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Scourge       | Mutalisk      | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Guardian      | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | scourges for sacrificing,   |
       |               |               | and at the same time use    |
       |               |               | your queens for casting     |
       |               |               | spells other than Parasite  |
       |               |               | on enemy units when needed. |
       |               |               |                             |
       | Scourge       | Scourge       | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       |               |               |                             |
-----------------------------------------------------------------------


Other Zerg combos include:


1) attackers       : any ground unit       -|
  extra attackers : any other ground unit -|
  back-up         : overlord              -|
  extra back-up   : guardian              ---> Overlords can rarely enter
                                               any base unharmed, or any
  expected ratio  : any number less than       good base alive. It is
                    or equal to eight ground   therefore the job of the
                    units for every one        guardian to eliminate the
                    overlord and three guar-   opponent's best anti-transport
                    dians                      units in the game, namely,
                                               the building attackers.
                                               Then simply unload your
                                               men in the middle of the
                                               opponent's base.


2) attackers       : ultralisk  -|
  extra attackers : none       -|
  back-up         : defiler    -|
  extra back-up   : zergling   ---> The ultralisk is the best unit you
                                    can place under Dark Swarm, which
  expected ratio  : four ultra-     of course should be provided by your
                    lisks for       defiler. And if that ain't enough,
                    every one de-   use your zerglings to feed the defiler
                    filer and ten   and allow it to re-cast Dark Swarm
                    zerglings       or even Plague enemy units, giving
                                    your ultralisks a much easier job
                                    of leveling any opponent's base to
                                    the ground.


3) attackers       : guardians -|
  extra attackers : mutalisks -|
  back-up         : queen     -|
  extra back-up   : none      ---> Use your guardians to attack an opponent's
                                   base, but leave his buildings in peace
  expected ratio  : six guardians  once they're near destruction and start
                    for every ten  targeting his other buildings. It is
                    mutalisks and  then the job of your mutalisks and
                    one queen      their bouncing Glave Wurms to finish
                                   the jobs. Oh and, the queens are there
                                   to cast Ensnare on all enemy resistances,
                                   and in the Terran's case, infest their
                                   Command Centers.


_______________________________________________________________________
Race____|_Attacker______|_Back-up_______|_Comments____________________|
       |               |               |                             |
Protoss | Probe         | Probe         | Are you kiddin me, boy!?    |
       |               |               | Use this type of attack,    |
       |               |               | (note: it ain't no combo)   |
       |               |               | when rushing the opponent   |
       |               |               | VERY early in the game;     |
       |               |               | still a very lame idea if   |
       |               |               | ya ask me, but it's your    |
       |               |               | choice.                     |
       |               |               |                             |
       | Probe         | Zealot        | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Dragoon       | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | High Templar  | Changing my lines a little  |
       |               |               | bit, using a probe to win's |
       |               |               | just plain pathetic, unless |
       |               |               | the opponent's units have   |
       |               |               | already suffered the full   |
       |               |               | effects of the high temp-   |
       |               |               | lar's Psionic Storm spell,  |
       |               |               | and you got no other men to |
       |               |               | finish the job.             |
       |               |               |                             |
       | Probe         | Archon        | Going back to the original, |
       |               |               | attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Reaver        | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Shuttle       | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Probe         | Observer      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Probe         | Scout         | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Carrier       | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Arbiter       | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Zealot        | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Zealot        | Zealot        | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Zealot        | Dragoon       | The strategies that come    |
       |               |               | with this combo are quite   |
       |               |               | simple: just use your zea-  |
       |               |               | lots against his stronger   |
       |               |               | but shorter-ranged ground   |
       |               |               | units, while the dragoons   |
       |               |               | continously whack them from |
       |               |               | afar.                       |
       |               |               |                             |
       | Zealot        | High Templar  | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Psionic Storm in an area    |
       |               |               | where your allies are but   |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few zealots for a    |
       |               |               | well-placed Psionic Storm   |
       |               |               | would you? Would you!?      |
       |               |               |                             |
       | Zealot        | Archon        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Zealot        | Reaver        | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to worry 'bout |
       |               |               | the splash damage dealt by  |
       |               |               | a reaver's almighty scarab, |
       |               |               | since zealots are but a     |
       |               |               | small price to pay for lots |
       |               |               | o' kills.                   |
       |               |               |                             |
       | Zealot        | Shuttle       | Your shuttle will load the  |
       |               |               | zealots and situate them    |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo?         |
       |               |               |                             |
       | Zealot        | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your zealots. The observer  |
       |               |               | will then follow the said   |
       |               |               | unit wherever it goes, and  |
       |               |               | enable it to attack hidden  |
       |               |               | enemies of any kind.        |
       |               |               |                             |
       | Zealot        | Scout         | You can very well use your  |
       |               |               | zealots to wreck havoc in   |
       |               |               | any opponent's base, but if |
       |               |               | airborne resistance proves  |
       |               |               | to be too much to handle,   |
       |               |               | then it's time for your     |
       |               |               | scouts to lend a helping    |
       |               |               | Anti-matter Missile.        |
       |               |               |                             |
       | Zealot        | Carrier       | Always use your basic units |
       |               |               | to do basic things while    |
       |               |               | the others do the more com- |
       |               |               | plicated ones. Such is true |
       |               |               | for this type of combo,     |
       |               |               | where your zealots will do  |
       |               |               | nothing but attack the opp- |
       |               |               | onents, while your carriers |
       |               |               | specifically target their   |
       |               |               | interceptors towards the    |
       |               |               | tougher, splash-damaging    |
       |               |               | units.                      |
       |               |               |                             |
       | Zealot        | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Dragoon       | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Dragoon       | Zealot        | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Dragoon       | Dragoon       | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Dragoon       | High Templar  | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Psionic Storm in an area    |
       |               |               | where your allies are but   |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few dragoons for a   |
       |               |               | well-placed Psionic Storm   |
       |               |               | would you? Would you!?      |
       |               |               |                             |
       | Dragoon       | Archon        | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Dragoon       | Reaver        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Dragoon       | Shuttle       | Your shuttle will load the  |
       |               |               | dragoons and situate them   |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo?         |
       |               |               |                             |
       | Dragoon       | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your dragoons. The observer |
       |               |               | will then follow the said   |
       |               |               | unit wherever it goes, and  |
       |               |               | enable it to attack hidden  |
       |               |               | enemies of any kind. Added  |
       |               |               | note: This combo pretty     |
       |               |               | much emulates the Photon    |
       |               |               | Cannon itself!              |
       |               |               |                             |
       | Dragoon       | Scout         | You can very well use your  |
       |               |               | dragoons to wreck havoc in  |
       |               |               | any opponent's base, but if |
       |               |               | airborne resistance proves  |
       |               |               | to be too much to handle,   |
       |               |               | then it's time for your     |
       |               |               | scouts to lend a helping    |
       |               |               | Anti-matter Missile.        |
       |               |               |                             |
       | Dragoon       | Carrier       | Always use your basic units |
       |               |               | to do basic things while    |
       |               |               | the others do the more com- |
       |               |               | plicated ones. Such is true |
       |               |               | for this type of combo,     |
       |               |               | where your dragoons will do |
       |               |               | nothing but attack the opp- |
       |               |               | onents, while your carriers |
       |               |               | specifically target their   |
       |               |               | interceptors towards the    |
       |               |               | tougher, splash-damaging    |
       |               |               | units.                      |
       |               |               |                             |
       | Dragoon       | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | High Templar  | Probe         | As mentioned quite earlier, |
       |               |               | using a probe to win is     |
       |               |               | just plain pathetic, unless |
       |               |               | the opponent's units have   |
       |               |               | already suffered the full   |
       |               |               | effects of the high temp-   |
       |               |               | lar's Psionic Storm spell,  |
       |               |               | and you got no other men to |
       |               |               | finish the job.             |
       |               |               |                             |
       | High Templar  | Zealot        | Psi Storm his entire base   |
       |               |               | then clean it all up. 'Nuff |
       |               |               | said.                       |
       |               |               |                             |
       | High Templar  | Dragoon       | Psi Storm his entire base   |
       |               |               | and then again clean it all |
       |               |               | up. Easier said than done.  |
       |               |               |                             |
       | High Templar  | High Templar  | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | High Templar  | Archon        | Psi Storm his entire base   |
       |               |               | then give it a good whack-  |
       |               |               | ing. A very old strategy    |
       |               |               | and one good example of     |
       |               |               | winning the traditional way.|
       |               |               |                             |
       | High Templar  | Reaver        | Psi Storm his entire base,  |
       |               |               | especially in areas where   |
       |               |               | air units are abundant,     |
       |               |               | then use your reavers to    |
       |               |               | to take out the other areas,|
       |               |               | since if most the enemy's   |
       |               |               | air units are taken out,    |
       |               |               | your reavers are sure to    |
       |               |               | dominate.                   |
       |               |               |                             |
       | High Templar  | Shuttle       | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | High Templar  | Observer      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | High Templar  | Scout         | Psi Storm his entire base,  |
       |               |               | especially in areas where   |
       |               |               | ground units are abundant,  |
       |               |               | then use your scouts to     |
       |               |               | take out the other areas,   |
       |               |               | since if most the enemy's   |
       |               |               | ground units are taken out, |
       |               |               | your scouts are sure to     |
       |               |               | dominate.                   |
       |               |               |                             |
       | High Templar  | Carrier       | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to let even a  |
       |               |               | single interceptor out of   |
       |               |               | those mighty carriers with- |
       |               |               | out first draining those    |
       |               |               | high templars of their Psi  |
       |               |               | Storming energy.            |
       |               |               |                             |
       | High Templar  | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Archon        | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Archon        | Zealot        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Archon        | Dragoon       | The strategies that come    |
       |               |               | with this combo are quite   |
       |               |               | simple: just use your zea-  |
       |               |               | lots against his stronger   |
       |               |               | but shorter-ranged ground   |
       |               |               | units, while the dragoons   |
       |               |               | continously whack them from |
       |               |               | afar.                       |
       |               |               |                             |
       | Archon        | High Templar  | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Psionic Storm in an area    |
       |               |               | where your allies are but   |
       |               |               | you wouldn't mind damaging  |
       |               |               | (NOT sacrificing) a few Ar- |
       |               |               | chons for a well-placed     |
       |               |               | Psionic Storm, would you?   |
       |               |               | Would you!?                 |
       |               |               |                             |
       | Archon        | Archon        | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Archon        | Reaver        | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your archons to    |
       |               |               | take out the opponent's air |
       |               |               | units and the scarab-loaded |
       |               |               | reavers for those that move |
       |               |               | on land---very cool!        |
       |               |               |                             |
       | Archon        | Shuttle       | Your shuttle will load the  |
       |               |               | archons and situate them    |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo?         |
       |               |               |                             |
       | Archon        | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your archons. The observer  |
       |               |               | will then follow the said   |
       |               |               | unit wherever it goes, and  |
       |               |               | enable it to attack hidden  |
       |               |               | enemies of any kind.        |
       |               |               |                             |
       | Archon        | Scout         | Works only for the Terrans: |
       |               |               | (otherwise, archons alone   |
       |               |               | will do) Keep your scouts   |
       |               |               | above and a little in front |
       |               |               | of your archons, and have   |
       |               |               | them instantly destroy any  |
       |               |               | science vessels nearby, be- |
       |               |               | fore they can even think of |
       |               |               | casting that dreaded EMP    |
       |               |               | Shockwave.                  |
       |               |               |                             |
       | Archon        | Carrier       | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to worry 'bout |
       |               |               | the splash damage dealt by  |
       |               |               | a power-overwhelmed archon, |
       |               |               | since interceptors are but  |
       |               |               | a small price to pay for    |
       |               |               | lots o' kills.              |
       |               |               |                             |
       | Archon        | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Reaver        | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Reaver        | Zealot        | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to worry 'bout |
       |               |               | the splash damage dealt by  |
       |               |               | a reaver's almighty scarab, |
       |               |               | since zealots are but a     |
       |               |               | small price to pay for lots |
       |               |               | o' kills.                   |
       |               |               |                             |
       | Reaver        | Dragoon       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Reaver        | High Templar  | Reavers are powerful units, |
       |               |               | thus will be the instant    |
       |               |               | target of all enemy units   |
       |               |               | nearby. It usually won't    |
       |               |               | stand a chance when in a    |
       |               |               | small group, and using more |
       |               |               | than that can sometimes     |
       |               |               | cost too much. The solution?|
       |               |               | Hallucination! With fake    |
       |               |               | units roaming your oppo-    |
       |               |               | nent's base, there's a fair |
       |               |               | chance he'll target those   |
       |               |               | first while your real units |
       |               |               | deal the real damage---cool!|
       |               |               |                             |
       | Reaver        | Archon        | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your archons to    |
       |               |               | take out the opponent's air |
       |               |               | units and the scarab-loaded |
       |               |               | reavers for those that move |
       |               |               | on land---very cool!        |
       |               |               |                             |
       | Reaver        | Reaver        | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Reaver        | Shuttle       | Your shuttle will load the  |
       |               |               | reavers and situate them    |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Well,   |
       |               |               | actually there is one more  |
       |               |               | thing about this combo, and |
       |               |               | it's popularly known as the |
       |               |               | "Reaver Drop". In this drop |
       |               |               | the basic principle is to   |
       |               |               | unload your reavers, have   |
       |               |               | them attack anything at all,|
       |               |               | build more scarabs, and re- |
       |               |               | load them into your shuttle |
       |               |               | while they replenish both   |
       |               |               | their shields and their     |
       |               |               | ammo. Fly them over to ano- |
       |               |               | ther uninhabited part of    |
       |               |               | the opponent's base and...  |
       |               |               | DROP!                       |
       |               |               |                             |
       | Reaver        | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your reavers. The observer  |
       |               |               | will then follow the said   |
       |               |               | unit wherever it goes, and  |
       |               |               | enable it to attack hidden  |
       |               |               | enemies of any kind.        |
       |               |               |                             |
       | Reaver        | Scout         | The perfect "brute" combo,  |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your scouts to     |
       |               |               | take out the opponent's air |
       |               |               | units and the scarab-loaded |
       |               |               | reavers for those that move |
       |               |               | on land---cool!             |
       |               |               |                             |
       | Reaver        | Carrier       | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your car-  |
       |               |               | riers to take out the enemy |
       |               |               | air units and the scarab-   |
       |               |               | loaded reavers for those    |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Reaver        | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Shuttle       | Probe         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Shuttle       | Zealot        | And how do you expect to    |
       |               |               | attack with a shuttle? You  |
       |               |               | don't! Using the shuttle    |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Shuttle       | Dragoon       | And how do you expect to    |
       |               |               | attack with a shuttle? You  |
       |               |               | don't! Using the shuttle    |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Shuttle       | High Templar  | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Shuttle       | Archon        | And how do you expect to    |
       |               |               | attack with a shuttle? You  |
       |               |               | don't! Using the shuttle    |</pre><pre id="faqspan-12">
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Shuttle       | Reaver        | And how do you expect to    |
       |               |               | attack with a shuttle? You  |
       |               |               | don't! Using the shuttle    |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Shuttle       | Shuttle       | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Shuttle       | Observer      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Shuttle       | Scout         | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Shuttle       | Carrier       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Shuttle       | Arbiter       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Observer      | Probe         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Observer      | Zealot        | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Dragoon       | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | High Templar  | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Observer      | Archon        | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Reaver        | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Shuttle       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Observer      | Observer      | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Observer      | Scout         | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Carrier       | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Arbiter       | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea. (Yup, that's   |
       |               |               | SEVEN times I said the very |
       |               |               | same quote!)                |
       |               |               |                             |
       | Scout         | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Scout         | Zealot        | Scouts are quite pathetic   |
       |               |               | in air-to-ground situations,|
       |               |               | and using your most basic   |
       |               |               | ground units (zealots) to   |
       |               |               | help them out is just the   |
       |               |               | thing to do.                |
       |               |               |                             |
       | Scout         | Dragoon       | Scouts are quite pathetic   |
       |               |               | in air-to-ground situations,|
       |               |               | and using your most basic   |
       |               |               | ground units (dragoons) to  |
       |               |               | help them out is just the   |
       |               |               | thing to do. Not as recom-  |
       |               |               | mended as the scout-zealot  |
       |               |               | combo, but recommended none-|
       |               |               | theless.                    |
       |               |               |                             |
       | Scout         | High Templar  | Scouts are powerful units,  |
       |               |               | thus will be the instant    |
       |               |               | target of all enemy units   |
       |               |               | nearby. It usually won't    |
       |               |               | stand a chance when in a    |
       |               |               | small group, and using more |
       |               |               | than that can sometimes     |
       |               |               | cost too much. The solution?|
       |               |               | Hallucination! With fake    |
       |               |               | units roaming your oppo-    |
       |               |               | nent's base, there's a fair |
       |               |               | chance he'll target those   |
       |               |               | first while your real units |
       |               |               | deal the real damage---cool!|
       |               |               |                             |
       | Scout         | Archon        | Another cool "brute" combo, |
       |               |               | may not work both ways but, |
       |               |               | as you may already have no- |
       |               |               | ticed, utilizes your scouts |
       |               |               | to take out the opponent's  |
       |               |               | air units and the high dam- |
       |               |               | aging archons for those     |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Scout         | Reaver        | The perfect "brute" combo,  |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your scouts to     |
       |               |               | take out the opponent's air |
       |               |               | units and the scarab-loaded |
       |               |               | reavers for those that move |
       |               |               | on land---cool!             |
       |               |               |                             |
       | Scout         | Shuttle       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Scout         | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your scouts. The observer   |
       |               |               | will then follow the said   |
       |               |               | unit wherever it goes, and  |
       |               |               | enable it to attack hidden  |
       |               |               | enemies of any kind.        |
       |               |               |                             |
       | Scout         | Scout         | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Scout         | Carrier       | Hmmm....I use this combo,   |
       |               |               | but I don't know what to    |
       |               |               | say about it. Perhaps just  |
       |               |               | attacking with these units  |
       |               |               | as if they weren't teamed-  |
       |               |               | up is the better idea.      |
       |               |               |                             |
       | Scout         | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Carrier       | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Carrier       | Zealot        | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Carrier       | Dragoon       | Only works for the Zerg:    |
       |               |               | Use your carriers to attack |
       |               |               | opponent's buildings. While |
       |               |               | they're busy, your dragoons |
       |               |               | will be on the lookout for  |
       |               |               | stray scourges that most    |
       |               |               | likely would go for the air |
       |               |               | units---the carriers---you  |
       |               |               | are using.                  |
       |               |               |                             |
       | Carrier       | High Templar  | Carriers are powerful units,|
       |               |               | thus will be the instant    |
       |               |               | target of all enemy units   |
       |               |               | nearby. It usually won't    |
       |               |               | stand a chance when in a    |
       |               |               | small group, and using more |
       |               |               | than that can sometimes     |
       |               |               | cost too much. The solution?|
       |               |               | Hallucination! With fake    |
       |               |               | units roaming your oppo-    |
       |               |               | nent's base, there's a fair |
       |               |               | chance he'll target those   |
       |               |               | first while your real units |
       |               |               | deal the real damage---cool!|
       |               |               |                             |
       | Carrier       | Archon        | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to worry 'bout |
       |               |               | the splash damage dealt by  |
       |               |               | a power-overwhelmed archon, |
       |               |               | since interceptors are but  |
       |               |               | a small price to pay for    |
       |               |               | lots o' kills.              |
       |               |               |                             |
       | Carrier       | Reaver        | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your car-  |
       |               |               | riers to take out the enemy |
       |               |               | air units and the scarab-   |
       |               |               | loaded reavers for those    |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Carrier       | Shuttle       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Carrier       | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your carriers. The observer |
       |               |               | will then follow the said   |
       |               |               | unit wherever it goes, and  |
       |               |               | enable it to attack hidden  |
       |               |               | enemies of any kind.        |
       |               |               |                             |
       | Carrier       | Scout         | Hmmm....I use this combo,   |
       |               |               | but I don't know what to    |
       |               |               | say about it. Perhaps just  |
       |               |               | attacking with these units  |
       |               |               | as if they weren't teamed-  |
       |               |               | up is the better idea.      |
       |               |               |                             |
       | Carrier       | Carrier       | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       | Carrier       | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Arbiter       | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Arbiter       | Zealot        | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Arbiter       | Dragoon       | Whenever you see an entire  |
       |               |               | enemy fleet come your way,  |
       |               |               | meet them with your arbiter |
       |               |               | en route, Stasis Field half |
       |               |               | their troops, then Recall   |
       |               |               | all those dragoons in your  |
       |               |               | base longing for battle.    |
       |               |               |                             |
       | Arbiter       | High Templar  | Arbiters are powerful units,|
       |               |               | thus will be the instant    |
       |               |               | target of all enemy units   |
       |               |               | nearby. It usually won't    |
       |               |               | stand a chance when in a    |
       |               |               | small group, and using more |
       |               |               | than that can sometimes     |
       |               |               | cost too much. The solution?|
       |               |               | Hallucination! With fake    |
       |               |               | units roaming your oppo-    |
       |               |               | nent's base, there's a fair |
       |               |               | chance he'll target those   |
       |               |               | first while your real units |
       |               |               | deal the real damage---cool!|
       |               |               |                             |
       | Arbiter       | Archon        | Whenever you see an entire  |
       |               |               | enemy fleet come your way,  |
       |               |               | meet them with your arbiter |
       |               |               | en route, Stasis Field half |
       |               |               | their troops, then Recall   |
       |               |               | all those archons in your   |
       |               |               | base longing for battle.    |
       |               |               |                             |
       | Arbiter       | Reaver        | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Arbiter       | Shuttle       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Arbiter       | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your arbiters. The observer |
       |               |               | will then follow the said   |
       |               |               | unit wherever it goes, and  |
       |               |               | enable it to attack hidden  |
       |               |               | enemies of any kind.        |
       |               |               |                             |
       | Arbiter       | Scout         | Just Stasis Field half your |
       |               |               | opponent's troops and send  |
       |               |               | those scouts in. No need to |
       |               |               | use your Recall spell since |
       |               |               | scouts fly fast enough to   |
       |               |               | reach the area before the   |
       |               |               | stasis wears off. That way  |
       |               |               | you can cast yet another of |
       |               |               | those fields to really give |
       |               |               | an opponent a serious head- |
       |               |               | ache.                       |
       |               |               |                             |
       | Arbiter       | Carrier       | Whenever you see an entire  |
       |               |               | enemy fleet come your way,  |
       |               |               | meet them with your arbiter |
       |               |               | en route, Stasis Field half |
       |               |               | their troops, then Recall   |
       |               |               | all those carriers in your  |
       |               |               | base longing for battle.    |
       |               |               |                             |
       | Arbiter       | Arbiter       | This ain't no combo so try  |
       |               |               | it but don't claim it to be |
       |               |               | a combo of any sort.        |
       |               |               |                             |
       |               |               |                             |
-----------------------------------------------------------------------


Other Protoss combos include:


1) attackers       : any ground unit       -|
  extra attackers : any other ground unit -|
  back-up         : shuttle               -|
  extra back-up   : high templar          ---> Shuttles can rarely enter
                                               any base unharmed, or any
  expected ratio  : any number less than       good base alive. It is
                    or equal to eight ground   therefore the job of the
                    units for every one        high templar to cast Hallu-
                    shuttle and one high       cination on the desired
                    templar                    shuttle before the said
                                               transport unit proceeds
                                               to unload your men in the
                                               middle of an opponent's
                                               base, so as to confuse
                                               his building attackers
                                               or any other air defense
                                               on which shuttle to target.


2) attackers       : dragoon -|
  extra attackers : none    -|
  back-up         : reaver  -|
  extra back-up   : scout   ---> Dragoons will play some hit and run,
                                 while those reavers (fully loaded with
  expected ratio  : four dra-    scarabs, of course) will play hit and
                    goons for    hit. Only an enemy flyer can pass through
                    every one    this type of combo alive, but with scouts
                    reaver and   hunting them down as soon as they leave
                    one scout    their base perimeter, they don't have
                                 much chance of survival.


3) attackers       : scout   -|
  extra attackers : carrier -|
  back-up         : arbiter -|
  extra back-up   : none    ---> The perfect air force; not only will
                                 all your units be cloaked via arbiters
                                 and half the opposing forces kept quiet
                                 again via those airborne spell casters,
                                 and their Stasis Field, but all these
                                 units shall be extremely effective both
                                 on land (via carriers) and in air (via
                                 scouts. And as an added feature, newly
                                 warped in scouts, carriers, or any other
                                 unit may very well be teleported right
                                 under the opponent's nose through the
                                 ever so reliable Recall spell, again
                                 available because of the arbiter.


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  _  _      ____  ____    __    __  __  _    _  _____  ____  _  _
( \/ )(_  _)( \/ )    (_  _)( ___)  /__\  (  \/  )( \/\/ )(  _  )(  _ \( )/ )
)  (  _)(_  \  /       )(   )__)  /(__)\  )    (  )    (  )(_)(  )   / )  (
(_/\_)(____)  \/  ()   (__) (____)(__)(__)(_/\/\_)(__/\__)(_____)(_)\_)(_)\_)


As mentioned, even with all their units combined, no race can be called
a perfect killing machine, since it will STILL have it's weaknesses thus
need of a more complicated type of combo, one that is only possible through
teamwork, more preferably with an ally using a race different from yours.
Multi-racial combos simply fill up more gaps and weaknesses and even create
new strengths for supposedly average units. Once again, it's the spell
casters of each race that could prove to be forces to reckon with, but
yes, multi-racial combos are not limited to these versatile units. And
with an alliance composed of all three races, using the right teamwork
moves, there is no chance even for four people using the same race, forming
an alliance among themselves, to win. Below is a list of every possible
combo using two units of different races, and some using more:

_______________________________________________________________________
Race____|_Attacker______|_Back-up_______|_Comments____________________|
       |               |               |                             |
Terran  | SCV           | Drone         | Are you kiddin me, boy!?    |
       |               |               | Use this type of combo only |
       |               |               | when rushing the opponent   |
       |               |               | VERY early in the game; the |
       |               |               | SCV is the best worker in   |
       |               |               | terms of attacks, remember? |
       |               |               |                             |
       | SCV           | Zergling      | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | Hydralisk     | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | Ultralisk     | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | Defiler       | Using an SCV to win is just |
       |               |               | plain pathetic, unless all  |
       |               |               | the opponent's units have   |
       |               |               | already suffered the full   |
       |               |               | effects of the defiler's    |
       |               |               | Plague spell, and you got   |
       |               |               | no other men to finish the  |
       |               |               | job.                        |
       |               |               |                             |
       | SCV           | Broodling     | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | Infested      | Attacking with an SCV is    |
       |               | Terran        | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | Overlord      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | SCV           | Mutalisk      | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | Guardian      | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | Queen         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | SCV           | Scourge       | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | Probe         | Are you kiddin me, boy!?    |
       |               |               | Use this type of combo only |
       |               |               | when rushing the opponent   |
       |               |               | VERY early in the game; the |
       |               |               | SCV is the best worker in   |
       |               |               | terms of attacks, remember? |
       |               |               |                             |
       | SCV           | Zealot        | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | Dragoon       | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | High Templar  | Using an SCV to win is just |
       |               |               | plain pathetic, unless all  |
       |               |               | the opponent's units have   |
       |               |               | already suffered the full   |
       |               |               | effects of the high temp-   |
       |               |               | lar's Psionic Storm spell,  |
       |               |               | and you got no other men to |
       |               |               | finish the job.             |
       |               |               |                             |
       | SCV           | Archon        | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | Reaver        | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | Shuttle       | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | SCV           | Observer      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | SCV           | Scout         | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | Carrier       | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | SCV           | Arbiter       | Attacking with an SCV is    |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Marine        | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Marine        | Zergling      | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Marine        | Hydralisk     | Works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Marine        | Ultralisk     | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Marine        | Defiler       | The defiler's Dark Swarm    |
       |               |               | spell enables any unit to   |
       |               |               | penetrate any opponent's    |
       |               |               | base unharmed by what most  |
       |               |               | likely it would face first, |
       |               |               | namely, units with long-    |
       |               |               | range weapons! With this    |
       |               |               | spell cast in strategic     |
       |               |               | locations throughout your   |
       |               |               | opponent's base, your mar-  |
       |               |               | ines should have no prob-   |
       |               |               | lem finishing their mission |
       |               |               | in record time. Take note   |
       |               |               | that even though your mar-  |
       |               |               | ines themselves wouldn't    |
       |               |               | be able to deal damage to   |
       |               |               | their enemies, they can and |
       |               |               | should attack the enemy's   |
       |               |               | buildings instead.          |
       |               |               |                             |
       | Marine        | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by marines alone, simply    |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Marine        | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Marine        | Overlord      | Your overlord will load the |
       |               |               | marines and situate them    |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Even    |
       |               |               | more recommended than a mar-|
       |               |               | ine-dropship combo due to   |
       |               |               | the overlord's detector abi-|
       |               |               | lity.                       |
       |               |               |                             |
       | Marine        | Mutalisk      | The marines will enter an   |
       |               |               | opponent's base, split up,  |
       |               |               | and attack everything in    |
       |               |               | sight. And while they do,   |
       |               |               | the mutalisks and their     |
       |               |               | bouncing Glave Wurms will   |
       |               |               | finish the job, or jobs.    |
       |               |               |                             |
       | Marine        | Guardian      | Your marines will swarm the |
       |               |               | opponent's base, attacking  |
       |               |               | anything you want it to.    |
       |               |               | Meanwhile, you must utilize |
       |               |               | your guardians to take out  |
       |               |               | enemy spell casters as well |
       |               |               | as his splash-damagers,     |
       |               |               | since it's these two types  |
       |               |               | of units that can really    |
       |               |               | ruin a swarm.               |
       |               |               |                             |
       | Marine        | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | marines for attacking, and  |
       |               |               | at the same time use your   |
       |               |               | queens for casting spells   |
       |               |               | other than Parasite on ene- |
       |               |               | my units when needed.       |
       |               |               |                             |
       | Marine        | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Marine        | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|</pre><pre id="faqspan-13">
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Marine        | Zealot        | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Marine        | Dragoon       | Works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Marine        | High Templar  | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Psionic Storm in an area    |
       |               |               | where your allies are but   |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few marines for a    |
       |               |               | well-placed Psionic Storm   |
       |               |               | would you? Would you!?      |
       |               |               |                             |
       | Marine        | Archon        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Marine        | Reaver        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Marine        | Shuttle       | Your shuttle will load the  |
       |               |               | marines and situate them    |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Even    |
       |               |               | more recommended than a mar-|
       |               |               | ine-dropship combo due to   |
       |               |               | the shuttle's increased     |
       |               |               | flight speed.               |
       |               |               |                             |
       | Marine        | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your marines. The observer  |
       |               |               | will then follow the said   |
       |               |               | unit wherever it goes, and  |
       |               |               | enable it to attack hidden  |
       |               |               | enemies of any kind.        |
       |               |               |                             |
       | Marine        | Scout         | Both will fare well on the  |
       |               |               | ground, but when enemy air  |
       |               |               | units arrive, it's time for |
       |               |               | these scouts to do what     |
       |               |               | they do best.               |
       |               |               |                             |
       | Marine        | Carrier       | Always use your basic units |
       |               |               | to do basic things while    |
       |               |               | the others do the more com- |
       |               |               | plicated ones. Such is true |
       |               |               | for this type of combo,     |
       |               |               | where your marines will do  |
       |               |               | nothing but attack the opp- |
       |               |               | onents, while your carriers |
       |               |               | specifically target their   |
       |               |               | interceptors towards the    |
       |               |               | tougher, splash-damaging    |
       |               |               | units.                      |
       |               |               |                             |
       | Marine        | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Firebat       | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Firebat       | Zergling      | Works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Firebat       | Hydralisk     | The strategies that come    |
       |               |               | with this combo are quite   |
       |               |               | simple: just use your fire- |
       |               |               | bats against his stronger   |
       |               |               | but shorter-ranged ground   |
       |               |               | units, while the hydralisks |
       |               |               | continously whack them from |
       |               |               | afar.                       |
       |               |               |                             |
       | Firebat       | Ultralisk     | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Firebat       | Defiler       | The defiler's Dark Swarm    |
       |               |               | spell enables any unit to   |
       |               |               | penetrate any opponent's    |
       |               |               | base unharmed by what most  |
       |               |               | likely it would face first, |
       |               |               | namely, units with long-    |
       |               |               | range weapons! With this    |
       |               |               | spell cast in strategic     |
       |               |               | locations throughout your   |
       |               |               | opponent's base, your fire- |
       |               |               | bats should have no prob-   |
       |               |               | lem finishing their mission |
       |               |               | in record time.             |
       |               |               |                             |
       | Firebat       | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by firebats alone, simply   |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Firebat       | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Firebat       | Overlord      | Your overlord will load the |
       |               |               | firebats and situate them   |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Even    |
       |               |               | more recommended than a     |
       |               |               | firebat-dropship combo due  |
       |               |               | to the overlord's detector  |
       |               |               | ability.                    |
       |               |               |                             |
       | Firebat       | Mutalisk      | The firebats will enter an  |
       |               |               | opponent's base, split up,  |
       |               |               | and attack everything in    |
       |               |               | sight. And while they do,   |
       |               |               | the mutalisks and their     |
       |               |               | bouncing Glave Wurms will   |
       |               |               | finish the job, or jobs.    |
       |               |               |                             |
       | Firebat       | Guardian      | Your firebats will swarm    |
       |               |               | the opponent's base, attack-|
       |               |               | ing anything you want it to.|
       |               |               | Meanwhile, you must utilize |
       |               |               | your guardians to take out  |
       |               |               | enemy spell casters as well |
       |               |               | as his splash-damagers,     |
       |               |               | since it's these two types  |
       |               |               | of units that can really    |
       |               |               | ruin a swarm.               |
       |               |               |                             |
       | Firebat       | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | firebats for attacking, and |
       |               |               | at the same time use your   |
       |               |               | queens for casting spells   |
       |               |               | other than Parasite on ene- |
       |               |               | my units when needed.       |
       |               |               |                             |
       | Firebat       | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Firebat       | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Firebat       | Zealot        | Works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Firebat       | Dragoon       | The strategies that come    |
       |               |               | with this combo are quite   |
       |               |               | simple: just use your fire- |
       |               |               | bats against his stronger   |
       |               |               | but shorter-ranged ground   |
       |               |               | units, while the dragoons   |
       |               |               | continously whack them from |
       |               |               | afar.                       |
       |               |               |                             |
       | Firebat       | High Templar  | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Psionic Storm in an area    |
       |               |               | where your allies are but   |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few firebats for a   |
       |               |               | well-placed Psionic Storm   |
       |               |               | would you? Would you!?      |
       |               |               |                             |
       | Firebat       | Archon        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Firebat       | Reaver        | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to worry 'bout |
       |               |               | the splash damage dealt by  |
       |               |               | a reaver's almighty scarab, |
       |               |               | since firebats are but a    |
       |               |               | small price to pay for lots |
       |               |               | o' kills.                   |
       |               |               |                             |
       | Firebat       | Shuttle       | Your shuttle will load the  |
       |               |               | firebats and situate them   |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Even    |
       |               |               | more recommended than a     |
       |               |               | firebat-dropship combo due  |
       |               |               | to the shuttle's increased  |
       |               |               | flight speed.               |
       |               |               |                             |
       | Firebat       | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your firebats. The observer |
       |               |               | will then follow the said   |
       |               |               | unit wherever it goes, and  |
       |               |               | enable it to attack hidden  |
       |               |               | enemies of any kind.        |
       |               |               |                             |
       | Firebat       | Scout         | Both will fare well on the  |
       |               |               | ground (though firebats'll  |
       |               |               | fare better), but when the  |
       |               |               | opponent's air units arrive,|
       |               |               | it's time for these scouts  |
       |               |               | to do what they do best.    |
       |               |               |                             |
       | Firebat       | Carrier       | Always use your basic units |
       |               |               | to do basic things while    |
       |               |               | the others do the more com- |
       |               |               | plicated ones. Such is true |
       |               |               | for this type of combo,     |
       |               |               | where your firebats will do |
       |               |               | nothing but attack the opp- |
       |               |               | onents, while your carriers |
       |               |               | specifically target their   |
       |               |               | interceptors towards the    |
       |               |               | tougher, splash-damaging    |
       |               |               | units.                      |
       |               |               |                             |
       | Firebat       | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Ghost         | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Ghost         | Zergling      | Nuke his base then eat it   |
       |               |               | up. 'Nuff said.             |
       |               |               |                             |
       | Ghost         | Hydralisk     | Nuke his base then slime it |
       |               |               | all up. Sounds good, tastes |
       |               |               | even better.                |
       |               |               |                             |
       | Ghost         | Ultralisk     | Nuke his entire base then   |
       |               |               | give it a good whacking. A  |
       |               |               | very old strategy and one   |
       |               |               | good example of winning the |
       |               |               | traditional way.            |
       |               |               |                             |
       | Ghost         | Defiler       | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Ghost         | Broodling     | Using a broodling to win's  |
       |               |               | just plain pathetic, unless |
       |               |               | the opponent's units have   |
       |               |               | already suffered the full   |
       |               |               | effects of a nuclear strike,|
       |               |               | and you got no other men to |
       |               |               | finish the job.             |
       |               |               |                             |
       | Ghost         | Infested      | You must totally adore the  |
       |               | Terran        | sight of exploding things   |
       |               |               | if you always use this type |
       |               |               | of combo. But anyway, just  |
       |               |               | nuke his entire base, espe- |
       |               |               | cially in areas where air   |
       |               |               | units are abundant, then    |
       |               |               | use your infested terrans   |
       |               |               | to take out the other areas,|
       |               |               | since if most the enemy's   |
       |               |               | air units are taken out,    |
       |               |               | your infested terrans are   |
       |               |               | sure to dominate.           |
       |               |               |                             |
       | Ghost         | Overlord      | Nuke his base then retreat  |
       |               |               | with the help of your over- |
       |               |               | lord. Mission accomplished, |
       |               |               | piece o' cake.              |
       |               |               |                             |
       | Ghost         | Mutalisk      | Nuke his entire base then   |
       |               |               | eat it all up, just like    |
       |               |               | with the zerglings.         |
       |               |               |                             |
       | Ghost         | Guardian      | Nuke his entire base then   |
       |               |               | finish it off with the awe- |
       |               |               | some range and power of the |
       |               |               | guardian's Acid Spore.      |
       |               |               |                             |
       | Ghost         | Queen         | Nuking an opponent's head-  |
       |               |               | quarters isn't enough to    |
       |               |               | level it to the ground,     |
       |               |               | even if you do it twice.    |
       |               |               | But it sure readies that    |
       |               |               | structure for infesting!    |
       |               |               | (Ok, so this strategy only  |
       |               |               | works for the Terrans, but  |
       |               |               | at least it works pretty    |
       |               |               | well) Just infest the damn  |
       |               |               | sturdy structure and make   |
       |               |               | it produce your men instead!|
       |               |               |                             |
       | Ghost         | Scourge       | Nuke his entire base, espe- |
       |               |               | cially in areas where       |
       |               |               | ground units are abundant,  |
       |               |               | then use your scouts to     |
       |               |               | take out the other areas,   |
       |               |               | since if most the enemy's   |
       |               |               | ground units are taken out, |
       |               |               | your scourges are sure to   |
       |               |               | dominate.                   |
       |               |               |                             |
       | Ghost         | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Ghost         | Zealot        | Nuke his base then clean it |
       |               |               | all up. 'Nuff said.         |
       |               |               |                             |
       | Ghost         | Dragoon       | Nuke his entire base and    |
       |               |               | then again clean it all up. |
       |               |               | Easier said than done.      |
       |               |               |                             |
       | Ghost         | High Templar  | Ghost w/ nukes are powerful |
       |               |               | units, thus will be the     |
       |               |               | instant target of all enemy |
       |               |               | untis nearby. It usually    |
       |               |               | won't stand a chance when   |
       |               |               | in a small group, and using |
       |               |               | more than that can some-    |
       |               |               | times cost too much. The    |
       |               |               | solution? Hallucination!    |
       |               |               | With fake units roaming the |
       |               |               | opponent's base, there's a  |
       |               |               | fair chance he'll target    |
       |               |               | those first while your real |
       |               |               | units deal the real nuclear |
       |               |               | damage---cool!              |
       |               |               |                             |
       | Ghost         | Archon        | Nuke his entire base then   |
       |               |               | give it a good whacking. A  |
       |               |               | very old strategy and one   |
       |               |               | good example of winning the |
       |               |               | traditional way.            |
       |               |               |                             |
       | Ghost         | Reaver        | You must totally adore the  |
       |               |               | sight of exploding things   |
       |               |               | if you always use this type |
       |               |               | of combo. But anyway, just  |
       |               |               | nuke his entire base, espe- |
       |               |               | cially in areas where enemy |
       |               |               | air units are abundant,     |
       |               |               | then use your reavers to    |
       |               |               | to take out the other areas,|
       |               |               | since if most the enemy's   |
       |               |               | air units are taken out,    |
       |               |               | your reavers are sure to    |
       |               |               | dominate.                   |
       |               |               |                             |
       | Ghost         | Shuttle       | Nuke his base then retreat  |
       |               |               | with the help of your shut- |
       |               |               | tle. Mission accomplished,  |
       |               |               | piece o' cake.              |
       |               |               |                             |
       | Ghost         | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your ghosts. The observer   |
       |               |               | will then follow the said   |
       |               |               | unit wherever it goes, and  |
       |               |               | enable it to attack hidden  |
       |               |               | enemies of any kind.        |
       |               |               |                             |
       | Ghost         | Scout         | Nuke his entire base, espe- |
       |               |               | cially in areas where       |
       |               |               | ground units are abundant,  |
       |               |               | then use your scouts to     |
       |               |               | take out the other areas,   |
       |               |               | since if most the enemy's   |
       |               |               | ground units are taken out, |
       |               |               | your scouts are sure to     |
       |               |               | dominate.                   |
       |               |               |                             |
       | Ghost         | Carrier       | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to let even a  |
       |               |               | single interceptor out of   |
       |               |               | those mighty carriers with- |
       |               |               | out first launching every   |
       |               |               | reserved nuke in your base. |
       |               |               |                             |
       | Ghost         | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Vulture       | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Vulture       | Zergling      | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to plant your  |
       |               |               | spider mines till most your |
       |               |               | zerglings are killed. Spi-  |
       |               |               | der mines can kill zerg-    |
       |               |               | lings, you know.            |
       |               |               |                             |
       | Vulture       | Hydralisk     | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Vulture       | Ultralisk     | This type of combo should   |
       |               |               | theoretically work only if  |
       |               |               | the ultralisks are the at-  |
       |               |               | tacking units while the vul-|
       |               |               | tures are the back-ups but, |
       |               |               | mysteriously enough, it     |
       |               |               | works vice versa!           |
       |               |               |                             |
       | Vulture       | Defiler       | The defiler's Dark Swarm    |
       |               |               | spell enables any unit to   |
       |               |               | penetrate any opponent's    |
       |               |               | base unharmed by what most  |
       |               |               | likely it would face first, |
       |               |               | namely, units with long-    |
       |               |               | range weapons! With this    |
       |               |               | spell cast in strategic     |
       |               |               | locations throughout your   |
       |               |               | opponent's base, your vul-  |
       |               |               | tures should have no prob-  |
       |               |               | lem finishing their mission |
       |               |               | in record time. Take note   |
       |               |               | that even though your vul-  |
       |               |               | tures themselves wouldn't   |
       |               |               | be able to deal damage to   |
       |               |               | their enemies, they can and |
       |               |               | should attack the enemy's   |
       |               |               | buildings instead, not to   |
       |               |               | mention plant their Spider  |
       |               |               | Mines with impunity.        |
       |               |               |                             |
       | Vulture       | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by vultures alone, simply   |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Vulture       | Infested      | You must totally adore the  |
       |               | Terran        | sight of exploding things   |
       |               |               | if you always use this type |
       |               |               | of combo. But anyway, it    |
       |               |               | works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Vulture       | Overlord      | Your overlord will load the |
       |               |               | vultures and situate them   |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Even    |
       |               |               | more recommended than a vul-|
       |               |               | ture-dropship combo due to  |
       |               |               | the overlord's detector abi-|
       |               |               | lity.                       |
       |               |               |                             |
       | Vulture       | Mutalisk      | The vultures will enter an  |
       |               |               | opponent's base, split up,  |
       |               |               | and attack everything in    |
       |               |               | sight. And while they do,   |
       |               |               | the mutalisks and their     |
       |               |               | bouncing Glave Wurms will   |
       |               |               | finish the job, or jobs.    |
       |               |               |                             |
       | Vulture       | Guardian      | Your vultures will swarm    |
       |               |               | the opponent's base, attack-|
       |               |               | ing anything you want it to.|
       |               |               | Meanwhile, you must utilize |
       |               |               | your guardians to take out  |
       |               |               | enemy spell casters as well |
       |               |               | as his splash-damagers,     |
       |               |               | since it's these two types  |
       |               |               | of units that can really    |
       |               |               | ruin a swarm.               |
       |               |               |                             |
       | Vulture       | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | vultures for attacking, and |
       |               |               | at the same time use your   |
       |               |               | queens for casting spells   |
       |               |               | other than Parasite on ene- |
       |               |               | my units when needed.       |
       |               |               |                             |
       | Vulture       | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Vulture       | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Vulture       | Zealot        | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to plant your  |
       |               |               | spider mines till most your |
       |               |               | zealots are killed. Spider  |
       |               |               | mines can kill zealots, you |
       |               |               | you know.                   |
       |               |               |                             |
       | Vulture       | Dragoon       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Vulture       | High Templar  | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Psionic Storm in an area    |
       |               |               | where your allies are but   |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few vultures for a   |
       |               |               | well-placed Psionic Storm   |
       |               |               | would you? Would you!?      |
       |               |               |                             |
       | Vulture       | Archon        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Vulture       | Reaver        | You must totally adore the  |
       |               |               | sight of exploding things   |
       |               |               | if you always use this type |
       |               |               | of combo. But anyway, it    |
       |               |               | works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Vulture       | Shuttle       | Your shuttle will load the  |
       |               |               | vultures and situate them   |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Even    |
       |               |               | more recommended than a vul-|
       |               |               | ture-dropship combo due to  |
       |               |               | the shuttle's increased     |
       |               |               | flight speed.               |
       |               |               |                             |
       | Vulture       | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your vultures. The observer |
       |               |               | will then follow the said   |
       |               |               | unit wherever it goes, and  |
       |               |               | enable it to attack hidden  |
       |               |               | enemies of any kind.        |
       |               |               |                             |
       | Vulture       | Scout         | You can very well use your  |
       |               |               | vultures to wreck havoc in  |
       |               |               | any opponent's base, but if |
       |               |               | airborne resistance proves  |
       |               |               | to be too much to handle,   |
       |               |               | then it's time for your     |
       |               |               | scouts to lend a helping    |
       |               |               | Anti-matter Missile.        |
       |               |               |                             |
       | Vulture       | Carrier       | Now matter how hard I try,  |
       |               |               | I can't come up with a suit-|
       |               |               | able strategy for a combo   |
       |               |               | such as this. Perhaps just  |
       |               |               | attacking with these units  |
       |               |               | as if they weren't teamed-  |
       |               |               | up is the better idea.      |
       |               |               |                             |
       | Vulture       | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Siege Tank    | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |</pre><pre id="faqspan-14">
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Siege Tank    | Zergling      | Siege tanks, especially     |
       |               |               | those in siege mode, can    |
       |               |               | wreck some serious havoc in |
       |               |               | any given base because of   |
       |               |               | their long-ranged attacks.  |
       |               |               | However, also because of    |
       |               |               | these attacks, siege-moded  |
       |               |               | siege tanks are helpless if |
       |               |               | ever an enemy unit gets too |
       |               |               | close. And it's the zerg-   |
       |               |               | ling's job to prevent that  |
       |               |               | from happening.             |
       |               |               |                             |
       | Siege Tank    | Hydralisk     | Siege tanks, especially     |
       |               |               | those in siege mode, can    |
       |               |               | wreck some serious havoc in |
       |               |               | any given base because of   |
       |               |               | their long-ranged attacks.  |
       |               |               | However, also because of    |
       |               |               | these attacks, siege-moded  |
       |               |               | siege tanks are helpless if |
       |               |               | ever an enemy unit gets too |
       |               |               | close. And like the zerg-   |
       |               |               | ling, it can also be the    |
       |               |               | job of the hydralisk to     |
       |               |               | prevent that from happening.|
       |               |               |                             |
       | Siege Tank    | Ultralisk     | Siege tanks, especially     |
       |               |               | those in siege mode, can    |
       |               |               | wreck some serious havoc in |
       |               |               | any given base because of   |
       |               |               | their long-ranged attacks.  |
       |               |               | However, also because of    |
       |               |               | these attacks, siege-moded  |
       |               |               | siege tanks are helpless if |
       |               |               | ever an enemy unit gets too |
       |               |               | close. And like the zerg-   |
       |               |               | ling, it can also be the    |
       |               |               | job of the ultralisk to     |
       |               |               | prevent that from happening.|
       |               |               |                             |
       | Siege Tank    | Defiler       | The defiler's Dark Swarm    |
       |               |               | spell enables any unit to   |
       |               |               | penetrate any opponent's    |
       |               |               | base unharmed by what most  |
       |               |               | likely it would face first, |
       |               |               | namely, units with long-    |
       |               |               | range weapons! With this    |
       |               |               | spell cast in strategic     |
       |               |               | locations throughout your   |
       |               |               | opponent's base, your siege |
       |               |               | tanks should have no prob-  |
       |               |               | lem finishing their mission |
       |               |               | in record time. Take note   |
       |               |               | that even though your siege |
       |               |               | tanks themselves wouldn't   |
       |               |               | be able to deal damage to   |
       |               |               | their enemies, they can and |
       |               |               | should attack the enemy's   |
       |               |               | buildings instead, not to   |
       |               |               | mention going Siege Mode    |
       |               |               | and killing everything OUT- |
       |               |               | SIDE the Dark Swarm's range!|
       |               |               |                             |
       | Siege Tank    | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by siege tanks alone, sim-  |
       |               |               | ply because the broodlings  |
       |               |               | are extremely weak, even    |
       |               |               | weaker than the zerglings!  |
       |               |               |                             |
       | Siege Tank    | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Siege Tank    | Overlord      | Your overlord will load the |
       |               |               | tank-moded siege tanks and  |
       |               |               | situate them somewhere in   |
       |               |               | the middle of an opponent's |
       |               |               | base, what else were you    |
       |               |               | thinking for this type of   |
       |               |               | combo? Even more recommend- |
       |               |               | ed than a siege tank-drop-  |
       |               |               | ship combo due to the over- |
       |               |               | lord's detector ability.    |
       |               |               |                             |
       | Siege Tank    | Mutalisk      | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Siege Tank    | Guardian      | The perfect "range" combo,  |
       |               |               | works both ways and has the |
       |               |               | highly amusing ability to   |
       |               |               | just rip through any known  |
       |               |               | Starcraft defense, with air-|
       |               |               | borne ones as the only pos- |
       |               |               | sible exception. Still, a   |
       |               |               | combo such as this is one   |
       |               |               | of the mightier ones if ya  |
       |               |               | ask me.                     |
       |               |               |                             |
       | Siege Tank    | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | siege tanks for attacking,  |
       |               |               | and at the same time use    |
       |               |               | your queens for casting     |
       |               |               | spells other than Parasite  |
       |               |               | on enemy units when needed. |
       |               |               |                             |
       | Siege Tank    | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Siege Tank    | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Siege Tank    | Zealot        | Siege tanks, especially     |
       |               |               | those in siege mode, can    |
       |               |               | wreck some serious havoc in |
       |               |               | any given base because of   |
       |               |               | their long-ranged attacks.  |
       |               |               | However, also because of    |
       |               |               | these attacks, siege-moded  |
       |               |               | siege tanks are helpless if |
       |               |               | ever an enemy unit gets too |
       |               |               | close. And it's the zeal-   |
       |               |               | ot's job to prevent that    |
       |               |               | from happening.             |
       |               |               |                             |
       | Siege Tank    | Dragoon       | Siege tanks, especially     |
       |               |               | those in siege mode, can    |
       |               |               | wreck some serious havoc in |
       |               |               | any given base because of   |
       |               |               | their long-ranged attacks.  |
       |               |               | However, also because of    |
       |               |               | these attacks, siege-moded  |
       |               |               | siege tanks are helpless if |
       |               |               | ever an enemy unit gets too |
       |               |               | close. And like the zealot, |
       |               |               | it can also be the job of   |
       |               |               | the dragoon to prevent that |
       |               |               | from happening.             |
       |               |               |                             |
       | Siege Tank    | High Templar  | Siege tanks are powerful    |
       |               |               | units, thus will be the     |
       |               |               | instant target of all enemy |
       |               |               | untis nearby. It usually    |
       |               |               | won't stand a chance when   |
       |               |               | in a small group, and using |
       |               |               | more than that can some-    |
       |               |               | times cost too much. The    |
       |               |               | solution? Hallucination!    |
       |               |               | With fake units roaming the |
       |               |               | opponent's base, there's a  |
       |               |               | fair chance he'll target    |
       |               |               | those first while your real |
       |               |               | units deal the real damage--|
       |               |               | cool!                       |
       |               |               |                             |
       | Siege Tank    | Archon        | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed, utilizes your ar-  |
       |               |               | chons to take out the enemy |
       |               |               | air units and the siege-    |
       |               |               | moded siege tanks for those |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Siege Tank    | Reaver        | The perfect Terran-Protoss  |
       |               |               | ground-based "range" combo, |
       |               |               | works both ways and has the |
       |               |               | highly amusing ability to   |
       |               |               | just rip through any known  |
       |               |               | Starcraft defense, with air-|
       |               |               | borne ones as the only pos- |
       |               |               | sible exception. Still, a   |
       |               |               | combo such as this is one   |
       |               |               | of the mightier ones if ya  |
       |               |               | ask me.                     |
       |               |               |                             |
       | Siege Tank    | Shuttle       | Your shuttle will load the  |
       |               |               | tank-moded siege tanks and  |
       |               |               | situate them somewhere in   |
       |               |               | the middle of an opponent's |
       |               |               | base, what else were you    |
       |               |               | thinking for this type of   |
       |               |               | combo? Even more recommend- |
       |               |               | ed than a siege tank-drop-  |
       |               |               | ship combo due to the shut- |
       |               |               | tle's increased flight      |
       |               |               | speed.                      |
       |               |               |                             |
       | Siege Tank    | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your siege tanks. The obser-|
       |               |               | ver will then follow the    |
       |               |               | said unit wherever it goes, |
       |               |               | and enable it to attack hid-|
       |               |               | den enemies of any kind.    |
       |               |               |                             |
       | Siege Tank    | Scout         | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your scouts to     |
       |               |               | take out the opponent's air |
       |               |               | units and the siege-moded   |
       |               |               | siege tanks for those that  |
       |               |               | move on land---very cool!   |
       |               |               |                             |
       | Siege Tank    | Carrier       | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your car-  |
       |               |               | riers to take out the enemy |
       |               |               | air units and the siege-    |
       |               |               | moded siege tanks for those |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Siege Tank    | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Goliath       | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Goliath       | Zergling      | Goliaths cannot do much if  |
       |               |               | surrounded by short-ranged  |
       |               |               | ground units. And though    |
       |               |               | your zerglings could be     |
       |               |               | used to keep this from hap- |
       |               |               | penning perhaps doing it    |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Goliath       | Hydralisk     | Goliaths cannot do much if  |
       |               |               | surrounded by short-ranged  |
       |               |               | ground units. And though    |
       |               |               | your hydralisks could be    |
       |               |               | used to keep this from hap- |
       |               |               | penning perhaps doing it    |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Goliath       | Ultralisk     | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your goli- |
       |               |               | aths to take out the enemy  |
       |               |               | air units and the ultra-    |
       |               |               | lisks for those that move   |
       |               |               | on land---very cool!        |
       |               |               |                             |
       | Goliath       | Defiler       | The defiler's Dark Swarm    |
       |               |               | spell enables any unit to   |
       |               |               | penetrate any opponent's    |
       |               |               | base unharmed by what most  |
       |               |               | likely it would face first, |
       |               |               | namely, units with long-    |
       |               |               | range weapons! With this    |
       |               |               | spell cast in strategic     |
       |               |               | locations throughout your   |
       |               |               | opponent's base, your gol-  |
       |               |               | iaths should have no prob-  |
       |               |               | lem finishing their mission |
       |               |               | in record time. Take note   |
       |               |               | that even though your gol-  |
       |               |               | iaths themselves wouldn't   |
       |               |               | be able to deal damage to   |
       |               |               | their enemies, they can and |
       |               |               | should attack the enemy's   |
       |               |               | buildings instead, not to   |
       |               |               | mention his air units since |
       |               |               | your air weapons won't be   |
       |               |               | included in the spell's ef- |
       |               |               | fect.                       |
       |               |               |                             |
       | Goliath       | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by goliaths alone, simply   |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Goliath       | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Goliath       | Overlord      | Your overlord will load the |
       |               |               | goliaths and situate them   |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Even    |
       |               |               | more recommended than a gol-|
       |               |               | iath-dropship combo due to  |
       |               |               | the overlord's detector abi-|
       |               |               | lity.                       |
       |               |               |                             |
       | Goliath       | Mutalisk      | Goliaths cannot do much if  |
       |               |               | surrounded by short-ranged  |
       |               |               | ground units. And though    |
       |               |               | your mutalisks could be     |
       |               |               | used to keep this from hap- |
       |               |               | penning, perhaps doing it   |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Goliath       | Guardian      | This is the only "crossover"|
       |               |               | combo found in the game,    |
       |               |               | and is a very powerful pair |
       |               |               | at that. The reason behind  |
       |               |               | it's name is the fact that  |
       |               |               | it utilizes your ground     |
       |               |               | units---the goliaths---to   |
       |               |               | to take out the opponent's  |
       |               |               | air units while you air     |
       |               |               | units---the guardians---for |
       |               |               | those that move on land...  |
       |               |               | very cool!                  |
       |               |               |                             |
       | Goliath       | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | goliaths for attacking, and |
       |               |               | at the same time use your   |
       |               |               | queens for casting spells   |
       |               |               | other than Parasite on ene- |
       |               |               | my units when needed.       |
       |               |               |                             |
       | Goliath       | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Goliath       | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Goliath       | Zealot        | Goliaths cannot do much if  |
       |               |               | surrounded by short-ranged  |
       |               |               | ground units. And though    |
       |               |               | your zealots could be used  |
       |               |               | to keep this from happen-   |
       |               |               | ning perhaps doing it the   |
       |               |               | other way around is the bet-|
       |               |               | ter idea.                   |
       |               |               |                             |
       | Goliath       | Dragoon       | Goliaths cannot do much if  |
       |               |               | surrounded by short-ranged  |
       |               |               | ground units. And though    |
       |               |               | your dragoons could be used |
       |               |               | to keep this from happen-   |
       |               |               | ning perhaps doing it the   |
       |               |               | other way around is the bet-|
       |               |               | ter idea.                   |
       |               |               |                             |
       | Goliath       | High Templar  | Goliaths are powerful units,|
       |               |               | thus will be the instant    |
       |               |               | target of all enemy units   |
       |               |               | nearby. It usually won't    |
       |               |               | stand a chance when in a    |
       |               |               | small group, and using more |
       |               |               | than that can sometimes     |
       |               |               | cost too much. The solution?|
       |               |               | Hallucination! With fake    |
       |               |               | units roaming your oppo-    |
       |               |               | nent's base, there's a fair |
       |               |               | chance he'll target those   |
       |               |               | first while your real units |
       |               |               | deal the real damage---cool!|
       |               |               |                             |
       | Goliath       | Archon        | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your goliaths to   |
       |               |               | take out the opponent's air |
       |               |               | units and the power-over-   |
       |               |               | whelmed archons for those   |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Goliath       | Reaver        | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your gol-  |
       |               |               | iaths to take out the enemy |
       |               |               | air units and the scarab-   |
       |               |               | loaded reavers for those    |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Goliath       | Shuttle       | Your shuttle will load the  |
       |               |               | goliaths and situate them   |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Even    |
       |               |               | more recommended than a gol-|
       |               |               | iath-dropship combo due to  |
       |               |               | the shuttle's increased     |
       |               |               | flight speed.               |
       |               |               |                             |
       | Goliath       | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your goliaths. The observer |
       |               |               | will then follow the said   |
       |               |               | unit wherever it goes, and  |
       |               |               | enable it to attack hidden  |
       |               |               | enemies of any kind.        |
       |               |               |                             |
       | Goliath       | Scout         | Anti-matter Missiles plus   |
       |               |               | Hellfire Missiles equals... |
       |               |               | total airborne annihilation!|
       |               |               | A combo such as this is     |
       |               |               | extremely effective against |
       |               |               | the opponent's air units    |
       |               |               | (surprise, surprise) and is |
       |               |               | especially useful against   |
       |               |               | the Zerg, who have airborne |
       |               |               | supply providers to protect.|
       |               |               |                             |
       | Goliath       | Carrier       | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your goliaths to   |
       |               |               | take out the opponent's air |
       |               |               | units and the carrier's     |
       |               |               | interceptors to deal with   |
       |               |               | those that move on land---  |
       |               |               | cool!                       |
       |               |               |                             |
       | Goliath       | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Wraith        | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Wraith        | Zergling      | Wraiths are quite pathetic  |
       |               |               | in air-to-ground situations,|
       |               |               | and using your most basic   |
       |               |               | ground units (zerglings) to |
       |               |               | help them out is just the   |
       |               |               | thing to do. Not as recom-  |
       |               |               | mended as the wraith-hydra- |
       |               |               | lisk combo, but recommended |
       |               |               | nonetheless.                |
       |               |               |                             |
       | Wraith        | Hydralisk     | Wraiths are quite pathetic  |
       |               |               | in air-to-ground situations,|
       |               |               | and using your most basic   |
       |               |               | ground units (hydralisks)   |
       |               |               | to help them out is just    |
       |               |               | the thing to do.            |
       |               |               |                             |
       | Wraith        | Ultralisk     | Wraiths are quite pathetic  |
       |               |               | in air-to-ground situations,|
       |               |               | and using your less basic   |
       |               |               | ground units (ultralisks)   |
       |               |               | to help them out is just    |
       |               |               | the thing to do. Not as     |
       |               |               | recommended as the wraith-  |
       |               |               | hydralisk combo, but recom- |
       |               |               | mended nonetheless.         |
       |               |               |                             |
       | Wraith        | Defiler       | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Plague in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few wraiths for a    |
       |               |               | well-placed Plague, would   |
       |               |               | you? Would you!?            |
       |               |               |                             |
       | Wraith        | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by wraiths alone, simply    |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Wraith        | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Wraith        | Overlord      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Wraith        | Mutalisk      | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to show your   |
       |               |               | mutalisk squad to the enemy |
       |               |               | if your cloaked wraiths can |
       |               |               | accomplish the mission by   |
       |               |               | themselves.                 |
       |               |               |                             |
       | Wraith        | Guardian      | Your wraiths will swarm the |
       |               |               | opponent's base, attacking  |
       |               |               | anything you want it to.    |
       |               |               | Meanwhile, you must utilize |
       |               |               | your guardians to take out  |
       |               |               | enemy spell casters as well |
       |               |               | as his splash-damagers,     |
       |               |               | since it's these two types  |
       |               |               | of units that can really    |
       |               |               | ruin a swarm.               |
       |               |               |                             |
       | Wraith        | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | wraiths for attacking, and  |
       |               |               | at the same time use your   |
       |               |               | queens for casting spells   |
       |               |               | other than Parasite on ene- |
       |               |               | my units when needed.       |
       |               |               |                             |
       | Wraith        | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Wraith        | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Wraith        | Zealot        | Wraiths are quite pathetic  |
       |               |               | in air-to-ground situations,|
       |               |               | and using your most basic   |
       |               |               | ground units (zealots) to   |
       |               |               | help them out is just the   |
       |               |               | thing to do. Not as recom-  |
       |               |               | mended as the wraith-dra-   |
       |               |               | goon combo, but recommended |
       |               |               | nonetheless.                |
       |               |               |                             |
       | Wraith        | Dragoon       | Wraiths are quite pathetic  |
       |               |               | in air-to-ground situations,|
       |               |               | and using your most basic   |
       |               |               | ground units (dragoons) to  |
       |               |               | to help them out is just    |
       |               |               | the thing to do.            |
       |               |               |                             |
       | Wraith        | High Templar  | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Psionic Storm in an area    |
       |               |               | where your allies are but   |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few wraiths for a    |
       |               |               | well-placed Psionic Storm   |
       |               |               | would you? Would you!?      |
       |               |               |                             |
       | Wraith        | Archon        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Wraith        | Reaver        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Wraith        | Shuttle       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Wraith        | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your wraiths. The observer  |
       |               |               | will then follow the said   |
       |               |               | unit wherever it goes, and  |
       |               |               | enable it to attack hidden  |
       |               |               | enemies of any kind.        |
       |               |               |                             |
       | Wraith        | Scout         | You can very well use your  |
       |               |               | wraiths to wreck havoc in   |
       |               |               | any opponent's base, but if |
       |               |               | airborne resistance proves  |
       |               |               | to be too much to handle,   |
       |               |               | then it's time for your     |
       |               |               | scouts to lend a helping    |
       |               |               | Anti-matter Missile.        |
       |               |               |                             |
       | Wraith        | Carrier       | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to show your   |
       |               |               | carriers to the enemy if    |
       |               |               | your cloaked wraiths can    |
       |               |               | accomplish the mission by   |
       |               |               | themselves.                 |
       |               |               |                             |
       | Wraith        | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Dropship      | Drone         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Dropship      | Zergling      | And how do you expect to    |
       |               |               | attack with a dropship? You |
       |               |               | don't! Using the dropship   |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Dropship      | Hydralisk     | And how do you expect to    |
       |               |               | attack with a dropship? You |
       |               |               | don't! Using the dropship   |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Dropship      | Ultralisk     | And how do you expect to    |
       |               |               | attack with a dropship? You |
       |               |               | don't! Using the dropship   |
       |               |               | as a decoy is quite a cool  |</pre><pre id="faqspan-15">
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Dropship      | Defiler       | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Dropship      | Broodling     | And how do you expect to    |
       |               |               | attack with a dropship? You |
       |               |               | don't! Using the dropship   |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Dropship      | Infested      | And how do you expect to    |
       |               | Terran        | attack with a dropship? You |
       |               |               | don't! Using the dropship   |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Dropship      | Overlord      | Are you kiddin me, boy!?    |
       |               |               | Using a combo of transport  |
       |               |               | units and nothing else (!)  |
       |               |               | won't give you much help in |
       |               |               | the game. In fact, it won't |
       |               |               | give you any help at all!   |
       |               |               |                             |
       | Dropship      | Mutalisk      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Dropship      | Guardian      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Dropship      | Queen         | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Dropship      | Scourge       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Dropship      | Probe         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Dropship      | Zealot        | And how do you expect to    |
       |               |               | attack with a dropship? You |
       |               |               | don't! Using the dropship   |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Dropship      | Dragoon       | And how do you expect to    |
       |               |               | attack with a dropship? You |
       |               |               | don't! Using the dropship   |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Dropship      | High Templar  | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Dropship      | Archon        | And how do you expect to    |
       |               |               | attack with a dropship? You |
       |               |               | don't! Using the dropship   |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Dropship      | Reaver        | And how do you expect to    |
       |               |               | attack with a dropship? You |
       |               |               | don't! Using the dropship   |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Dropship      | Shuttle       | Are you kiddin me, boy!?    |
       |               |               | Using a combo of transport  |
       |               |               | units and nothing else (!)  |
       |               |               | won't give you much help in |
       |               |               | the game. In fact, it won't |
       |               |               | give you any help at all!   |
       |               |               |                             |
       | Dropship      | Observer      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Dropship      | Scout         | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Dropship      | Carrier       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Dropship      | Arbiter       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Science       | Drone         | A combo of two non-attack-  |
       | Vessel        |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Science       | Zergling      | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base then |
       |               |               | eat it up. 'Nuff said.      |
       |               |               |                             |
       | Science       | Hydralisk     | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base then |
       |               |               | slime it all up. Sounds     |
       |               |               | good, tastes even better.   |
       |               |               |                             |
       |               |               |                             |
       | Science       | Ultralisk     | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base then |
       |               |               | give it a good whacking. A  |
       |               |               | very old strategy and one   |
       |               |               | good example of winning the |
       |               |               | traditional way.            |
       |               |               |                             |
       | Science       | Defiler       | A combo of two non-attack-  |
       | Vessel        |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Science       | Broodling     | Using a broodling to win's  |
       | Vessel        |               | just plain pathetic, unless |
       |               |               | the opponent is a Protoss,  |
       |               |               | all his base units have     |
       |               |               | already suffered the full   |
       |               |               | effects of the EMP Shock-   |
       |               |               | wave spell, and you got no  |
       |               |               | other men to finish the job.|
       |               |               |                             |
       | Science       | Infested      | Only works for the Protoss: |
       | Vessel        | Terran        | EMP Shockwave his base then |
       |               |               | blow it up. 'Nuff said.     |
       |               |               |                             |
       | Science       | Overlord      | A combo of a transport unit |
       | Vessel        |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Science       | Mutalisk      | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base then |
       |               |               | use your mutalisks and      |
       |               |               | their bouncing Glave Wurms  |
       |               |               | to finish the job.          |
       |               |               |                             |
       | Science       | Guardian      | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base then |
       |               |               | use your guardians and      |
       |               |               | their long range Acid Spore |
       |               |               | attacks to finish the job.  |
       |               |               |                             |
       | Science       | Queen         | A combo of two non-attack-  |
       | Vessel        |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Science       | Scourge       | Works both ways, but really |
       | Vessel        |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Science       | Probe         | A combo of two non-attack-  |
       | Vessel        |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Science       | Zealot        | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base then |
       |               |               | clean it all up. 'Nuff said |
       |               |               |                             |
       | Science       | Dragoon       | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base and  |
       |               |               | then again clean it all up. |
       |               |               | Easier said than done.      |
       |               |               |                             |
       |               |               |                             |
       | Science       | High Templar  | A combo of two non-attack-  |
       | Vessel        |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Science       | Archon        | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base (be  |
       |               |               | careful NOT to situate your |
       |               |               | archons anywhere near the   |
       |               |               | blast else it's YOU who's   |
       |               |               | screwed) then give it a     |
       |               |               | good whallop. A very old    |
       |               |               | strategy and one good exam- |
       |               |               | ple of winning the tradi-   |
       |               |               | tional way.                 |
       |               |               |                             |
       | Science       | Reaver        | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base then |
       |               |               | give it a good whacking. A  |
       |               |               | very old strategy and one   |
       |               |               | good example of winning the |
       |               |               | traditional way.            |
       |               |               |                             |
       | Science       | Shuttle       | A combo of a transport unit |
       | Vessel        |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Science       | Observer      | A combo of two non-attack-  |
       | Vessel        |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Science       | Scout         | Only works for the Protoss: |
       | Vessel        |               | EMP Shockwave his base, es- |
       |               |               | pecially in areas where     |
       |               |               | ground units are abundant,  |
       |               |               | then use your scouts to     |
       |               |               | take out the other areas,   |
       |               |               | since if most the enemy's   |
       |               |               | ground units are down to    |
       |               |               | half their HPs, your scouts |
       |               |               | are sure to dominate.       |
       |               |               |                             |
       | Science       | Carrier       | No specific strategies for  |
       | Vessel        |               | this type of combo. Just    |
       |               |               | remember NOT to let even a  |
       |               |               | single interceptor out of   |
       |               |               | those mighty carriers with- |
       |               |               | out first draining those    |
       |               |               | science vessels of their    |
       |               |               | EMP Shockwaving energy.     |
       |               |               |                             |
       | Science       | Arbiter       | The Protoss arbiter is one  |
       | Vessel        |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Battlecruiser | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Battlecruiser | Zergling      | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Battlecruiser | Hydralisk     | Only works for the Zerg:    |
       |               |               | Use your battlecruisers to  |
       |               |               | cast Yamato Guns on the     |
       |               |               | opponent's buildings. While |
       |               |               | they're busy, your hydra-   |
       |               |               | lisks'll be on the lookout  |
       |               |               | for stray scourges that are |
       |               |               | most likely out for the air |
       |               |               | units--the battlecruisers-- |
       |               |               | you are using.              |
       |               |               |                             |
       | Battlecruiser | Ultralisk     | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your battlecrui-   |
       |               |               | sers to take out the enemy  |
       |               |               | air units and the mighty    |
       |               |               | ultralisks for those that   |
       |               |               | move on land---very cool!   |
       |               |               |                             |
       | Battlecruiser | Defiler       | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Plague in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few battlecruisers   |
       |               |               | for a well-placed Plague,   |
       |               |               | would you? Would you!?      |
       |               |               |                             |
       | Battlecruiser | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by battlecruisers alone,    |
       |               |               | simply because the brood-   |
       |               |               | lings are extremely weak,   |
       |               |               | even weaker than the zerg-  |
       |               |               | lings!                      |
       |               |               |                             |
       | Battlecruiser | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings. A     |
       |               |               | pretty mighty combo if ya   |
       |               |               | ask me.                     |
       |               |               |                             |
       | Battlecruiser | Overlord      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Battlecruiser | Mutalisk      | The battlecruisers will en- |
       |               |               | ter an opponent's base,     |
       |               |               | split up, and attack every- |
       |               |               | thing in sight. And while   |
       |               |               | they do, the mutalisks and  |
       |               |               | their bouncing Glave Wurms  |
       |               |               | will finish the job.        |
       |               |               |                             |
       | Battlecruiser | Guardian      | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your battlecrui-   |
       |               |               | sers to take out the enemy  |
       |               |               | air units and the guardians |
       |               |               | with their Acid Spores for  |
       |               |               | those that move on land---  |
       |               |               | very cool!                  |
       |               |               |                             |
       | Battlecruiser | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | battlecruisers for attack-  |
       |               |               | ing, and at the same time   |
       |               |               | use your queens for casting |
       |               |               | spells other than Parasite  |
       |               |               | on enemy units when needed. |
       |               |               |                             |
       | Battlecruiser | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Battlecruiser | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Battlecruiser | Zealot        | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Battlecruiser | Dragoon       | Only works for the Zerg:    |
       |               |               | Use your battlecruisers to  |
       |               |               | cast Yamato Guns on the     |
       |               |               | opponent's buildings. While |
       |               |               | they're busy, your dragoons |
       |               |               | will be on the lookout for  |
       |               |               | stray scourges that most    |
       |               |               | likely would go for the air |
       |               |               | units--the battlecruisers-- |
       |               |               | you are using.              |
       |               |               |                             |
       | Battlecruiser | High Templar  | Battlecruisers are powerful |
       |               |               | units, thus will be the     |
       |               |               | instant target of all enemy |
       |               |               | untis nearby. It usually    |
       |               |               | won't stand a chance when   |
       |               |               | in a small group, and using |
       |               |               | more than that can some-    |
       |               |               | times cost too much. The    |
       |               |               | solution? Hallucination!    |
       |               |               | With fake units roaming the |
       |               |               | opponent's base, there's a  |
       |               |               | fair chance he'll target    |
       |               |               | those first while your real |
       |               |               | units deal the real damage--|
       |               |               | cool!                       |
       |               |               |                             |
       | Battlecruiser | Archon        | Another cool "brute" combo, |
       |               |               | works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Battlecruiser | Reaver        | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your battlecrui-   |
       |               |               | sers to take out the enemy  |
       |               |               | air units and the scarab-   |
       |               |               | loaded reavers for those    |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Battlecruiser | Shuttle       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Battlecruiser | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your battlecruisers. The ob-|
       |               |               | server will then follow the |
       |               |               | said unit wherever it goes, |
       |               |               | and enable it to attack hid-|
       |               |               | den enemies of any kind.    |
       |               |               |                             |
       | Battlecruiser | Scout         | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your scouts to     |
       |               |               | take out the opponent's air |
       |               |               | units and the battlecruis-  |
       |               |               | er's Yamato Guns for those  |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Battlecruiser | Carrier       | Hooo, mama! This is THE     |
       |               |               | "brute" combo of all "brute"|
       |               |               | combos, and that I can con- |
       |               |               | clude primarily because, as |
       |               |               | you can see, this combo not |
       |               |               | only works both ways and    |
       |               |               | wrecks some great havoc at  |
       |               |               | that, it also is composed   |
       |               |               | of nuthin but...motherships!|
       |               |               |                             |
       | Battlecruiser | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       |               |               |                             |
_______________________________________________________________________
Race____|_Attacker______|_Back-up_______|_Comments____________________|
       |               |               |                             |
Zerg    | Drone         | SCV           | Are you kiddin me, boy!?    |
       |               |               | Use this type of attack,    |
       |               |               | when rushing the opponent   |
       |               |               | VERY early in the game;     |
       |               |               | still a very lame idea if   |
       |               |               | ya ask me, but it's your    |
       |               |               | choice.                     |
       |               |               |                             |
       | Drone         | Marine        | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Firebat       | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Ghost         | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Vulture       | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Siege Tank    | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Goliath       | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Wraith        | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Dropship      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Drone         | Science       | A combo of two non-attack-  |
       |               | Vessel        | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Drone         | Battlecruiser | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Probe         | Are you kiddin me, boy!?    |
       |               |               | Use this type of attack,    |
       |               |               | when rushing the opponent   |
       |               |               | VERY early in the game;     |
       |               |               | still a very lame idea if   |
       |               |               | ya ask me, but it's your    |
       |               |               | choice.                     |
       |               |               |                             |
       | Drone         | Zealot        | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Dragoon       | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | High Templar  | Using a drone to win is     |

       |               |               | just plain pathetic, unless |
       |               |               | the opponent's units have   |
       |               |               | already suffered the full   |
       |               |               | effects of the high temp-   |
       |               |               | lar's Psionic Storm spell,  |
       |               |               | and you got no other men to |
       |               |               | finish the job.             |
       |               |               |                             |
       | Drone         | Archon        | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Reaver        | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Shuttle       | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Drone         | Observer      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Drone         | Scout         | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Carrier       | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Drone         | Arbiter       | Attacking with a drone is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Zergling      | SCV           | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by zerglings alone, except  |
       |               |               | in super-early rushes, when |
       |               |               | the zerglings will need all |
       |               |               | the help they can get.      |
       |               |               |                             |
       | Zergling      | Marine        | The strategies that come    |
       |               |               | with this combo are quite   |
       |               |               | simple: just use your zerg- |
       |               |               | lings against his stronger  |
       |               |               | but shorter-ranged ground   |
       |               |               | units, while the marines    |
       |               |               | continously whack them from |
       |               |               | afar.                       |
       |               |               |                             |
       | Zergling      | Firebat       | Works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Zergling      | Ghost         | Many people believe that it |
       |               |               | simply is illogical to drop |
       |               |               | a nuke in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few zerglings for a  |
       |               |               | well-placed nuke, would     |
       |               |               | you? Would you!?            |
       |               |               |                             |
       | Zergling      | Vulture       | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to plant your  |
       |               |               | spider mines till most your |
       |               |               | zerglings are killed. Spi-  |
       |               |               | der mines can kill zerg-    |
       |               |               | lings, you know.            |
       |               |               |                             |
       | Zergling      | Siege Tank    | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to worry 'bout |
       |               |               | the splash damage dealt by  |
       |               |               | a siege-moded siege tank,   |
       |               |               | since zerglings are but a   |
       |               |               | small price to pay for lots |
       |               |               | o' kills.                   |
       |               |               |                             |
       | Zergling      | Goliath       | Both will fare well on the  |
       |               |               | ground (though zerglings'll |
       |               |               | fare better), but when the  |
       |               |               | opponent's air units arrive |
       |               |               | it's time for the goliath   |
       |               |               | to do what it does best.    |
       |               |               |                             |
       | Zergling      | Wraith        | The zerglings will swarm    |
       |               |               | the opponent's base, heavi- |
       |               |               | ly concentrating on all     |
       |               |               | nearby detectors in the     |
       |               |               | Then come the wraiths       |
       |               |               | (cloaked, of course) to     |
       |               |               | finish off what remains of  |
       |               |               | the zergling strike.        |
       |               |               |                             |
       | Zergling      | Dropship      | Your dropship will load the |
       |               |               | zerglings and situate them  |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Not as  |
       |               |               | recommended as a zergling-  |
       |               |               | overlord combo, period.     |
       |               |               |                             |
       | Zergling      | Science       | Nothing specific for this   |
       |               | Vessel        | type of combo; just use the |
       |               |               | zerglings for attacking,    |
       |               |               | and at the same time use    |
       |               |               | the science vessels for     |
       |               |               | casting spells other than   |
       |               |               | defensive matrix on oppo-   |
       |               |               | nents when needed.          |
       |               |               |                             |
       | Zergling      | Battlecruiser | Always use your basic units |
       |               |               | to do basic things while    |
       |               |               | the others do the more com- |
       |               |               | plicated ones. Such is true |
       |               |               | for this type of combo,     |
       |               |               | where the zerglings will do |
       |               |               | nothing but attack the opp- |
       |               |               | onents, while your battle-  |
       |               |               | cruisers use their Yamato   |
       |               |               | Guns on the tougher, splash |
       |               |               | damaging enemies.           |
       |               |               |                             |
       | Zergling      | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Zergling      | Zealot        | Works both ways, since the  |</pre><pre id="faqspan-16">
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Zergling      | Dragoon       | The strategies that come    |
       |               |               | with this combo are quite   |
       |               |               | simple: just use your zerg- |
       |               |               | lings against his stronger  |
       |               |               | but shorter-ranged ground   |
       |               |               | units, while the dragoons   |
       |               |               | continously whack them from |
       |               |               | afar.                       |
       |               |               |                             |
       | Zergling      | High Templar  | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Psionic Storm in an area    |
       |               |               | where your allies are but   |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few zerglings for a  |
       |               |               | well-placed Psionic Storm   |
       |               |               | would you? Would you!?      |
       |               |               |                             |
       | Zergling      | Archon        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Zergling      | Reaver        | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to worry 'bout |
       |               |               | the splash damage dealt by  |
       |               |               | a reaver's almighty scarab, |
       |               |               | since zerglings are but a   |
       |               |               | small price to pay for lots |
       |               |               | o' kills.                   |
       |               |               |                             |
       | Zergling      | Shuttle       | Your shuttle will load the  |
       |               |               | zerglings and situate them  |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Even    |
       |               |               | more recommended than a     |
       |               |               | zergling-overlord combo,    |
       |               |               | even though you won't have  |
       |               |               | a detector by your side.    |
       |               |               |                             |
       | Zergling      | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your zerglings. The observ- |
       |               |               | er will then follow the     |
       |               |               | said unit wherever it goes, |
       |               |               | and enable it to attack hid-|
       |               |               | den enemies of any kind.    |
       |               |               |                             |
       | Zergling      | Scout         | You can very well use your  |
       |               |               | zerglings to wreck havoc in |
       |               |               | any opponent's base, but if |
       |               |               | airborne resistance proves  |
       |               |               | to be too much to handle,   |
       |               |               | then it's time for your     |
       |               |               | scouts to lend a helping    |
       |               |               | Anti-matter Missile.        |
       |               |               |                             |
       | Zergling      | Carrier       | Always use your basic units |
       |               |               | to do basic things while    |
       |               |               | the others do the more com- |
       |               |               | plicated ones. Such is true |
       |               |               | for this type of combo,     |
       |               |               | where your zerglings will   |
       |               |               | do nothing but attack the   |
       |               |               | opponents, while your car-  |
       |               |               | riers specifically target   |
       |               |               | their interceptors towards  |
       |               |               | tougher, splash-damaging    |
       |               |               | units.                      |
       |               |               |                             |
       | Zergling      | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Hydralisk     | SCV           | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by hydralisks alone, except |
       |               |               | in super-early rushes, when |
       |               |               | the hydralisks will need    |
       |               |               | all the help they can get.  |
       |               |               |                             |
       | Hydralisk     | Marine        | Works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Hydralisk     | Firebat       | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Hydralisk     | Ghost         | In the case of a mass mech  |
       |               |               | attack by either Terran or  |
       |               |               | Protoss, the ghosts may use |
       |               |               | their Lockdown spell to pa- |
       |               |               | ralyze those major mechs    |
       |               |               | while the hydralisks give   |
       |               |               | them a good beating.        |
       |               |               |                             |
       | Hydralisk     | Vulture       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Hydralisk     | Siege Tank    | Hydralisks will play some   |
       |               |               | hit and run, while those    |
       |               |               | tanks (in siege mode, of    |
       |               |               | course) will play hit and   |
       |               |               | hit. A pretty mighty combo  |
       |               |               | if ya ask me.               |
       |               |               |                             |
       | Hydralisk     | Goliath       | Both will fare well on the  |
       |               |               | ground, but when enemy air  |
       |               |               | units arrive, it's time for |
       |               |               | these goliaths to do what   |
       |               |               | they do best.               |
       |               |               |                             |
       | Hydralisk     | Wraith        | The hydralisks will swarm   |
       |               |               | the opponent's base, heavi- |
       |               |               | ly concentrating on all     |
       |               |               | nearby detectors in the     |
       |               |               | Then come the wraiths       |
       |               |               | (cloaked, of course) to     |
       |               |               | finish off what remains of  |
       |               |               | the hydralisk strike.       |
       |               |               |                             |
       | Hydralisk     | Dropship      | Your dropship will load the |
       |               |               | hydralisks and situate them |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Not as  |
       |               |               | recommended as a hydralisk- |
       |               |               | overlord combo, period.     |
       |               |               |                             |
       | Hydralisk     | Science       | Nothing specific for this   |
       |               | Vessel        | type of combo; just use the |
       |               |               | hydralisks for attacking,   |
       |               |               | and at the same time use    |
       |               |               | the science vessels for     |
       |               |               | casting spells other than   |
       |               |               | defensive matrix on oppo-   |
       |               |               | nents when needed.          |
       |               |               |                             |
       | Hydralisk     | Battlecruiser | Always use your basic units |
       |               |               | to do basic things while    |
       |               |               | the others do the more com- |
       |               |               | plicated ones. Such is true |
       |               |               | for this type of combo,     |
       |               |               | where the hydralisks will   |
       |               |               | do nothing but attack the   |
       |               |               | enemies, while your battle- |
       |               |               | cruisers use their Yamato   |
       |               |               | Guns on the tougher, splash |
       |               |               | damaging enemies.           |
       |               |               |                             |
       | Hydralisk     | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Hydralisk     | Zealot        | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Hydralisk     | Dragoon       | Works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Hydralisk     | High Templar  | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Psionic Storm in an area    |
       |               |               | where your allies are but   |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few hydralisks for a |
       |               |               | well-placed Psionic Storm   |
       |               |               | would you? Would you!?      |
       |               |               |                             |
       | Hydralisk     | Archon        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Hydralisk     | Reaver        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Hydralisk     | Shuttle       | Your shuttle will load the  |
       |               |               | hydralisks and situate them |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Even    |
       |               |               | more recommended than a     |
       |               |               | hydralisk-overlord combo,   |
       |               |               | even though you won't have  |
       |               |               | a detector by your side.    |
       |               |               |                             |
       | Hydralisk     | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your hydralisks. The observ-|
       |               |               | er will then follow the     |
       |               |               | said unit wherever it goes, |
       |               |               | and enable it to attack hid-|
       |               |               | den enemies of any kind.    |
       |               |               |                             |
       | Hydralisk     | Scout         | Both will fare well on the  |
       |               |               | ground (though hydras'll    |
       |               |               | fare better), but when the  |
       |               |               | opponent's air units arrive,|
       |               |               | it's time for these scouts  |
       |               |               | to do what they do best.    |
       |               |               |                             |
       | Hydralisk     | Carrier       | Always use your basic units |
       |               |               | to do basic things while    |
       |               |               | the others do the more com- |
       |               |               | plicated ones. Such is true |
       |               |               | for this type of combo,     |
       |               |               | where your hydralisks will  |
       |               |               | do nothing but attack the   |
       |               |               | opponents, while your car-  |
       |               |               | riers specifically target   |
       |               |               | their interceptors towards  |
       |               |               | tougher, splash-damaging    |
       |               |               | units.                      |
       |               |               |                             |
       | Hydralisk     | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Ultralisk     | SCV           | As mentioned when done the  |
       |               |               | other way around, don't use |
       |               |               | a combo such as this. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Ultralisk     | Marine        | The strategies that come    |
       |               |               | with this combo are quite   |
       |               |               | simple: just use your ultra-|
       |               |               | lisks against his stronger  |
       |               |               | but shorter-ranged ground   |
       |               |               | units, while the marines    |
       |               |               | continously whack them from |
       |               |               | afar.                       |
       |               |               |                             |
       | Ultralisk     | Firebat       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Ultralisk     | Ghost         | Many people believe that it |
       |               |               | simply is illogical to drop |
       |               |               | a nuke in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few ultralisks for a |
       |               |               | well-placed nuke, would     |
       |               |               | you? Would you!? By a few I |
       |               |               | meant one or two, ok? Sacri-|
       |               |               | ficing five ultralisks (or  |
       |               |               | even more) is out of the    |
       |               |               | question.                   |
       |               |               |                             |
       | Ultralisk     | Vulture       | This type of combo should   |
       |               |               | theoretically work only if  |
       |               |               | the ultralisks are the at-  |
       |               |               | tacking units while the vul-|
       |               |               | tures are the back-ups but, |
       |               |               | mysteriously enough, it     |
       |               |               | works vice versa!           |
       |               |               |                             |
       | Ultralisk     | Siege Tank    | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to worry 'bout |
       |               |               | the splash damage dealt by  |
       |               |               | a siege-moded siege tank,   |
       |               |               | since ultralisks are but a  |
       |               |               | small price to pay for lots |
       |               |               | o' kills.                   |
       |               |               |                             |
       | Ultralisk     | Goliath       | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your goli- |
       |               |               | aths to take out the enemy  |
       |               |               | air units and the ultra-    |
       |               |               | lisks for those that move   |
       |               |               | on land---very cool!        |
       |               |               |                             |
       | Ultralisk     | Wraith        | The ultralisks will swarm   |
       |               |               | the opponent's base, heavi- |
       |               |               | ly concentrating on all     |
       |               |               | nearby detectors in the     |
       |               |               | Then come the wraiths       |
       |               |               | (cloaked, of course) to     |
       |               |               | finish off what remains of  |
       |               |               | the ultralisk strike.       |
       |               |               |                             |
       | Ultralisk     | Dropship      | Your dropship will load the |
       |               |               | ultralisks and situate them |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Not as  |
       |               |               | recommended as an ultralisk-|
       |               |               | overlord combo, period.     |
       |               |               |                             |
       | Ultralisk     | Science       | Using a science vessel to   |
       |               | Vessel        | provide your high damaging  |
       |               |               | units with much needed pro- |
       |               |               | tection via Defensive Mat-  |
       |               |               | will give these units more  |
       |               |               | than enough time to destroy |
       |               |               | more than twice their total |
       |               |               | worth. Highly recommended.  |
       |               |               |                             |
       | Ultralisk     | Battlecruiser | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your battlecrui-   |
       |               |               | sers to take out the enemy  |
       |               |               | air units and the mighty    |
       |               |               | ultralisks for those that   |
       |               |               | move on land---very cool!   |
       |               |               |                             |
       | Ultralisk     | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Ultralisk     | Zealot        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Ultralisk     | Dragoon       | The strategies that come    |
       |               |               | with this combo are quite   |
       |               |               | simple: just use your ultra-|
       |               |               | lisks against his stronger  |
       |               |               | but shorter-ranged ground   |
       |               |               | units, while the dragoons   |
       |               |               | continously whack them from |
       |               |               | afar.                       |
       |               |               |                             |
       | Ultralisk     | High Templar  | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Psionic Storm in an area    |
       |               |               | where your allies are but   |
       |               |               | you wouldn't mind damaging  |
       |               |               | (NOT sacrificing) a few Ul- |
       |               |               | tralisks for a well-placed  |
       |               |               | Psionic Storm, would you?   |
       |               |               | Would you!?                 |
       |               |               |                             |
       | Ultralisk     | Archon        | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your archons to    |
       |               |               | take out the opponent's air |
       |               |               | units and the mighty ultra- |
       |               |               | lisks for those that move   |
       |               |               | on land---very cool!        |
       |               |               |                             |
       | Ultralisk     | Reaver        | Another cool "brute" combo, |
       |               |               | works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Ultralisk     | Shuttle       | Your shuttle will load the  |
       |               |               | ultralisks and situate them |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Even    |
       |               |               | more recommended than an    |
       |               |               | ultralisk-overlord combo,   |
       |               |               | even though you won't have  |
       |               |               | a detector by your side.    |
       |               |               |                             |
       | Ultralisk     | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your ultralisks. The observ-|
       |               |               | er will then follow the     |
       |               |               | said unit wherever it goes, |
       |               |               | and enable it to attack hid-|
       |               |               | den enemies of any kind.    |
       |               |               |                             |
       | Ultralisk     | Scout         | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your scouts to     |
       |               |               | take out the opponent's air |
       |               |               | units and the mighty ultra- |
       |               |               | lisks for those that move   |
       |               |               | on land---very cool!        |
       |               |               |                             |
       | Ultralisk     | Carrier       | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your car-  |
       |               |               | riers to take out the enemy |
       |               |               | air units and the mighty    |
       |               |               | ultralisks for those that   |
       |               |               | move on land---cool!        |
       |               |               |                             |
       | Ultralisk     | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Defiler       | SCV           | As mentioned quite earlier, |
       |               |               | using an SCV to win is just |
       |               |               | plain pathetic, unless all  |
       |               |               | the opponent's units have   |
       |               |               | already suffered the full   |
       |               |               | effects of the defiler's    |
       |               |               | Plague spell, and you got   |
       |               |               | no other men to finish the  |
       |               |               | job.                        |
       |               |               |                             |
       | Defiler       | Marine        | Plague his base then clean  |
       |               |               | it all up. 'Nuff said.      |
       |               |               |                             |
       | Defiler       | Firebat       | Plague his base then fire   |
       |               |               | it up. Easier said than     |
       |               |               | done.                       |
       |               |               |                             |
       | Defiler       | Ghost         | Not all buildings will go   |
       |               |               | down with one nuclear       |
       |               |               | strike, but if they were    |
       |               |               | Plagued a couple o' times   |
       |               |               | before hand, they simply    |
       |               |               | don't stand a freaking      |
       |               |               | chance!                     |
       |               |               |                             |
       | Defiler       | Vulture       | Plague his base then attack |
       |               |               | while planting your spider  |
       |               |               | mines to ensure its steril- |
       |               |               | ity.                        |
       |               |               |                             |
       | Defiler       | Siege Tank    | Plague his entire base then |
       |               |               | give it a good whacking. A  |
       |               |               | very old strategy and one   |
       |               |               | good example of winning the |
       |               |               | traditional way.            |
       |               |               |                             |
       | Defiler       | Goliath       | Plague his base, especially |
       |               |               | in areas where ground units |
       |               |               | are abundant, then use your |
       |               |               | goliaths to take out the    |
       |               |               | other areas, since if most  |
       |               |               | the opponent's ground units |
       |               |               | are taken out, goliaths are |
       |               |               | sure to dominate.           |
       |               |               |                             |
       | Defiler       | Wraith        | The only difference between |
       |               |               | this combo and doing it the |
       |               |               | other way around is the or- |
       |               |               | der of action: This time    |
       |               |               | the defiler casts Plague    |
       |               |               | BEFORE its back-up units--- |
       |               |               | the wraiths---attack.       |
       |               |               |                             |
       | Defiler       | Dropship      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Defiler       | Science       | A combo of two non-attack-  |
       |               | Vessel        | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Defiler       | Battlecruiser | The only difference between |
       |               |               | this combo and doing it the |
       |               |               | other way around is the or- |
       |               |               | der of action: This time    |
       |               |               | the defiler casts Plague    |
       |               |               | BEFORE its back-up units--- |
       |               |               | the battlecruisers---attack.|
       |               |               |                             |
       | Defiler       | Probe         | As mentioned quite earlier, |
       |               |               | using a probe to win is     |
       |               |               | just plain pathetic, unless |
       |               |               | the opponent's units have   |
       |               |               | already suffered the full   |
       |               |               | effects of the defiler's    |
       |               |               | Plague spell, and you got   |
       |               |               | no other men to finish the  |
       |               |               | job.                        |
       |               |               |                             |
       | Defiler       | Zealot        | Plague his base then clean  |
       |               |               | it all up. 'Nuff said.      |
       |               |               |                             |
       | Defiler       | Dragoon       | Plague his entire base and  |
       |               |               | then again clean it all up. |
       |               |               | Easier said than done.      |
       |               |               |                             |
       | Defiler       | High Templar  | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Defiler       | Archon        | Plague his entire base then |
       |               |               | give it a good whacking. A  |
       |               |               | very old strategy and one   |
       |               |               | good example of winning the |
       |               |               | traditional way.            |
       |               |               |                             |
       | Defiler       | Reaver        | Plague his entire base,     |
       |               |               | especially in areas where   |
       |               |               | air units are abundant,     |
       |               |               | then use your reavers to    |
       |               |               | take out the other areas,   |
       |               |               | since if most the enemy's   |
       |               |               | air units are taken out,    |
       |               |               | your reavers are sure to    |
       |               |               | dominate.                   |
       |               |               |                             |
       | Defiler       | Shuttle       | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Defiler       | Observer      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Defiler       | Scout         | Plague his entire base,     |
       |               |               | especially in areas where   |
       |               |               | ground units are abundant,  |
       |               |               | then use your scouts to     |
       |               |               | take out the other areas,   |
       |               |               | since if most the enemy's   |
       |               |               | ground units are taken out, |
       |               |               | your scouts are sure to     |
       |               |               | dominate.                   |
       |               |               |                             |
       | Defiler       | Carrier       | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to let even a  |
       |               |               | single interceptor out of   |
       |               |               | those mighty carriers with- |
       |               |               | out first draining those    |
       |               |               | defilers of their Plague-   |
       |               |               | casting energy.             |
       |               |               |                             |
       | Defiler       | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Broodling     | SCV           | As mentioned when done the  |
       |               |               | other way around, don't use |
       |               |               | a combo such as this. It's  |
       |               |               | sheer waste of minerals     |
       |               |               |                             |
       | Broodling     | Marine        | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by marines alone, simply    |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Broodling     | Firebat       | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by firebats alone, simply   |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Broodling     | Ghost         | Many people believe that it |
       |               |               | simply is illogical to drop |
       |               |               | a nuke in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few (and even a lot) |
       |               |               | of your zerglings for a     |
       |               |               | well-placed nuke, would you?|
       |               |               | Would you!?                 |
       |               |               |                             |
       | Broodling     | Vulture       | Look, a few spider mines    |
       |               |               | would probably even KILL    |
       |               |               | all your broodlings in the  |
       |               |               | process of backing them up. |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Broodling     | Siege Tank    | Look, few siege-moded tanks |
       |               |               | would probably even KILL    |
       |               |               | all your broodlings in the  |
       |               |               | process of backing them up. |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Broodling     | Goliath       | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by goliaths alone, simply   |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Broodling     | Wraith        | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by wraiths alone, simply    |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Broodling     | Dropship      | Your dropship will load the |
       |               |               | broodlings and situate them |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Not as  |
       |               |               | recommended as a broodling- |
       |               |               | overlord combo, period.     |
       |               |               |                             |
       | Broodling     | Science       | Nothing this type of combo  |
       |               | Vessel        | can do that can't be done   |
       |               |               | by science vessels alone,   |
       |               |               | since your broodlings are   |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings! And     |
       |               |               | since science vessels can't |
       |               |               | do much alone either, it's  |</pre><pre id="faqspan-17">
       |               |               | better NOT to use this type |
       |               |               | combo. It's sheer waste of  |
       |               |               | minerals.                   |
       |               |               |                             |
       | Broodling     | Battlecruiser | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by battlecruisers alone,    |
       |               |               | since your broodlings are   |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Broodling     | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Broodling     | Zealot        | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by zealots alone, simply    |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Broodling     | Dragoon       | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by dragoons alone, simply   |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Broodling     | High Templar  | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Psionic Storm in an area    |
       |               |               | where your allies are but   |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few (and even a lot) |
       |               |               | of your broodlings for a    |
       |               |               | well-placed Psionic Storm   |
       |               |               | would you? Would you!?      |
       |               |               |                             |
       | Broodling     | Archon        | Look, your archons would    |
       |               |               | probably even KILL all your |
       |               |               | precious broodlings in the  |
       |               |               | process of backing them up. |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Broodling     | Reaver        | Look, your reavers would    |
       |               |               | probably even KILL all your |
       |               |               | precious broodlings in the  |
       |               |               | process of backing them up. |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Broodling     | Shuttle       | Your shuttle will load the  |
       |               |               | broodlings and situate them |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Even    |
       |               |               | more recommended than a     |
       |               |               | broodling-overlord combo,   |
       |               |               | even though you won't have  |
       |               |               | a detector by your side.    |
       |               |               |                             |
       | Broodling     | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your broodlings. The observ-|
       |               |               | er will then follow the     |
       |               |               | said unit wherever it goes, |
       |               |               | and enable it to attack hid-|
       |               |               | den enemies of any kind.    |
       |               |               |                             |
       | Broodling     | Scout         | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by scouts alone, simply be- |
       |               |               | cause your broodlings are   |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Broodling     | Carrier       | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by carriers alone, simply   |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Broodling     | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Infested      | SCV           | As mentioned when done the  |
       | Terran        |               | other way around, don't use |
       |               |               | a combo such as this. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Infested      | Marine        | Works both ways, since the  |
       | Terran        |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Infested      | Firebat       | Works both ways, since the  |
       | Terran        |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Infested      | Ghost         | Many people believe that it |
       | Terran        |               | simply is illogical to drop |
       |               |               | a nuke in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few infested terrans |
       |               |               | for a well-placed nuke,     |
       |               |               | would you? Would you!? I    |
       |               |               | mean, what's to lose? They  |
       |               |               | were, after all, trained to |
       |               |               | be sacrificed, weren't they?|
       |               |               |                             |
       | Infested      | Vulture       | You must totally adore the  |
       | Terran        |               | sight of exploding things   |
       |               |               | if you always use this type |
       |               |               | of combo. But anyway, it    |
       |               |               | works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Infested      | Siege Tank    | Works both ways, since the  |
       | Terran        |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Infested      | Goliath       | Works both ways, since the  |
       | Terran        |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Infested      | Wraith        | Works both ways, since the  |
       | Terran        |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Infested      | Dropship      | Your dropship will load the |
       | Terran        |               | infested terrans and unload |
       |               |               | them somewhere right in the |
       |               |               | middle of an opponent's     |
       |               |               | base, what else were you    |
       |               |               | thinking for this type of   |
       |               |               | combo? Not as recommended   |
       |               |               | as an infested terran-over- |
       |               |               | lord combo, period.         |
       |               |               |                             |
       | Infested      | Science       | Using a science vessel to   |
       | Terran        | Vessel        | provide your high damaging  |
       |               |               | units with much needed pro- |
       |               |               | tection via Defensive Mat-  |
       |               |               | will give these units more  |
       |               |               | than enough time to destroy |
       |               |               | more than twice their total |
       |               |               | worth. Highly recommended.  |
       |               |               |                             |
       | Infested      | Battlecruiser | Works both ways, since the  |
       | Terran        |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings. A     |
       |               |               | pretty mighty combo if ya   |
       |               |               | ask me.                     |
       |               |               |                             |
       | Infested      | Probe         | As mentioned, do not use a  |
       | Terran        |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Infested      | Zealot        | Works both ways, since the  |
       | Terran        |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Infested      | Dragoon       | Works both ways, since the  |
       | Terran        |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Infested      | High Templar  | Infested terrans are power- |
       | Terran        |               | ful units, thus will be the |
       |               |               | instant target of all enemy |
       |               |               | untis nearby. It usually    |
       |               |               | won't stand a chance when   |
       |               |               | in a small group, and using |
       |               |               | more than that can some-    |
       |               |               | times cost too much. The    |
       |               |               | solution? Hallucination!    |
       |               |               | With fake units roaming the |
       |               |               | opponent's base, there's a  |
       |               |               | fair chance he'll target    |
       |               |               | those first while your real |
       |               |               | units deal the real damage--|
       |               |               | cool!                       |
       |               |               |                             |
       | Infested      | Archon        | Works both ways, since the  |
       | Terran        |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Infested      | Reaver        | You must totally adore the  |
       | Terran        |               | sight of exploding things   |
       |               |               | if you always use this type |
       |               |               | of combo. But anyway, this  |
       |               |               | works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Infested      | Shuttle       | Your shuttle will load the  |
       | Terran        |               | infested terrans and unload |
       |               |               | them somewhere right in the |
       |               |               | middle of an opponent's     |
       |               |               | base, what else were you    |
       |               |               | thinking for this type of   |
       |               |               | combo? Even more recommend- |
       |               |               | ed than an infested terran- |
       |               |               | overlord combo, even though |
       |               |               | you won't have a detector   |
       |               |               | by your side.               |
       |               |               |                             |
       | Infested      | Observer      | Only works if you're plan-  |
       | Terran        |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your infested terrans. The  |
       |               |               | observer will then follow   |
       |               |               | the said unit wherever it   |
       |               |               | goes, and enable it to at-  |
       |               |               | tack hidden enemies of any  |
       |               |               | kind.                       |
       |               |               |                             |
       | Infested      | Scout         | Works both ways, since the  |
       | Terran        |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Infested      | Carrier       | Works both ways, since the  |
       | Terran        |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Infested      | Arbiter       | The Protoss arbiter is one  |
       | Terran        |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Overlord      | SCV           | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Overlord      | Marine        | And how do you expect to    |
       |               |               | attack with an overlord?    |
       |               |               | You don't! Using your over- |
       |               |               | lord as a decoy is quite a  |
       |               |               | cool idea, but still I      |
       |               |               | wouldn't recommend it.      |
       |               |               |                             |
       | Overlord      | Firebat       | And how do you expect to    |
       |               |               | attack with an overlord?    |
       |               |               | You don't! Using your over- |
       |               |               | lord as a decoy is quite a  |
       |               |               | cool idea, but still I      |
       |               |               | wouldn't recommend it.      |
       |               |               |                             |
       | Overlord      | Ghost         | And how do you expect to    |
       |               |               | attack with an overlord?    |
       |               |               | You don't! Using your over- |
       |               |               | lord as a decoy is quite a  |
       |               |               | cool idea, but still I      |
       |               |               | wouldn't recommend it.      |
       |               |               |                             |
       | Overlord      | Vulture       | And how do you expect to    |
       |               |               | attack with an overlord?    |
       |               |               | You don't! Using your over- |
       |               |               | lord as a decoy is quite a  |
       |               |               | cool idea, but still I      |
       |               |               | wouldn't recommend it.      |
       |               |               |                             |
       | Overlord      | Siege Tank    | And how do you expect to    |
       |               |               | attack with an overlord?    |
       |               |               | You don't! Using your over- |
       |               |               | lord as a decoy is quite a  |
       |               |               | cool idea, but still I      |
       |               |               | wouldn't recommend it.      |
       |               |               |                             |
       | Overlord      | Goliath       | And how do you expect to    |
       |               |               | attack with an overlord?    |
       |               |               | You don't! Using your over- |
       |               |               | lord as a decoy is quite a  |
       |               |               | cool idea, but still I      |
       |               |               | wouldn't recommend it.      |
       |               |               |                             |
       | Overlord      | Wraith        | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Overlord      | Dropship      | Are you kiddin me, boy!?    |
       |               |               | Using a combo of transport  |
       |               |               | units and nothing else (!)  |
       |               |               | won't give you much help in |
       |               |               | the game. In fact, it won't |
       |               |               | give you any help at all!   |
       |               |               |                             |
       | Overlord      | Science       | A combo of a transport unit |
       |               | Vessel        | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       |               |               |                             |
       | Overlord      | Battlecruiser | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Overlord      | Probe         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Overlord      | Zealot        | And how do you expect to    |
       |               |               | attack with an overlord?    |
       |               |               | You don't! Using your over- |
       |               |               | lord as a decoy is quite a  |
       |               |               | cool idea, but still I      |
       |               |               | wouldn't recommend it.      |
       |               |               |                             |
       | Overlord      | Dragoon       | And how do you expect to    |
       |               |               | attack with an overlord?    |
       |               |               | You don't! Using your over- |
       |               |               | lord as a decoy is quite a  |
       |               |               | cool idea, but still I      |
       |               |               | wouldn't recommend it.      |
       |               |               |                             |
       | Overlord      | High Templar  | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Overlord      | Archon        | And how do you expect to    |
       |               |               | attack with an overlord?    |
       |               |               | You don't! Using your over- |
       |               |               | lord as a decoy is quite a  |
       |               |               | cool idea, but still I      |
       |               |               | wouldn't recommend it.      |
       |               |               |                             |
       | Overlord      | Reaver        | And how do you expect to    |
       |               |               | attack with an overlord?    |
       |               |               | You don't! Using your over- |
       |               |               | lord as a decoy is quite a  |
       |               |               | cool idea, but still I      |
       |               |               | wouldn't recommend it.      |
       |               |               |                             |
       | Overlord      | Shuttle       | Are you kiddin me, boy!?    |
       |               |               | Using a combo of transport  |
       |               |               | units and nothing else (!)  |
       |               |               | won't give you much help in |
       |               |               | the game. In fact, it won't |
       |               |               | give you any help at all!   |
       |               |               |                             |
       | Overlord      | Observer      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Overlord      | Scout         | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Overlord      | Carrier       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Overlord      | Arbiter       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Mutalisk      | SCV           | As mentioned when done the  |
       |               |               | other way around, don't use |
       |               |               | a combo such as this. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Mutalisk      | Marine        | Perhaps doing it the other  |
       |               |               | way around---or just attack-|
       |               |               | ing with these units as if  |
       |               |               | they weren't teamed up---is |
       |               |               | the better idea.            |
       |               |               |                             |
       | Mutalisk      | Firebat       | Perhaps doing it the other  |
       |               |               | way around---or just attack-|
       |               |               | ing with these units as if  |
       |               |               | they weren't teamed up---is |
       |               |               | the better idea.            |
       |               |               |                             |
       | Mutalisk      | Ghost         | In the case of a mass mech  |
       |               |               | attack by either Terran or  |
       |               |               | Protoss, the ghosts may use |
       |               |               | their Lockdown spell to pa- |
       |               |               | ralyze those major mechs    |
       |               |               | while the mutalisks give    |
       |               |               | them a good beating.        |
       |               |               |                             |
       | Mutalisk      | Vulture       | Perhaps doing it the other  |
       |               |               | way around---or just attack-|
       |               |               | ing with these units as if  |
       |               |               | they weren't teamed up---is |
       |               |               | the better idea.            |
       |               |               |                             |
       | Mutalisk      | Siege Tank    | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Mutalisk      | Goliath       | Both will fare well on the  |
       |               |               | ground, but when enemy air  |
       |               |               | units arrive, it's time for |
       |               |               | these goliaths to do what   |
       |               |               | they do best.               |
       |               |               |                             |
       | Mutalisk      | Wraith        | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to show your   |
       |               |               | mutalisk squad to the enemy |
       |               |               | if your cloaked wraiths can |
       |               |               | accomplish the mission by   |
       |               |               | themselves.                 |
       |               |               |                             |
       | Mutalisk      | Dropship      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Mutalisk      | Science       | Nothing specific for this   |
       |               | Vessel        | type of combo; just use the |
       |               |               | mutalisks for attacking,    |
       |               |               | and at the same time use    |
       |               |               | the science vessels for     |
       |               |               | casting spells other than   |
       |               |               | defensive matrix on oppo-   |
       |               |               | nents when needed.          |
       |               |               |                             |
       | Mutalisk      | Battlecruiser | Always use your basic units |
       |               |               | to do basic things while    |
       |               |               | the others do the more com- |
       |               |               | plicated ones. Such is true |
       |               |               | for this type of combo,     |
       |               |               | where your mutalisks will   |
       |               |               | do nothing but attack the   |
       |               |               | opponents, while your bat-  |
       |               |               | tlecruisers use their Yama- |
       |               |               | to Guns on the tougher,     |
       |               |               | splash damaging enemies.    |
       |               |               |                             |
       | Mutalisk      | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Mutalisk      | Zealot        | Perhaps doing it the other  |
       |               |               | way around---or just attack-|
       |               |               | ing with these units as if  |
       |               |               | they weren't teamed up---is |
       |               |               | the better idea.            |
       |               |               |                             |
       | Mutalisk      | Dragoon       | Perhaps doing it the other  |
       |               |               | way around---or just attack-|
       |               |               | ing with these units as if  |
       |               |               | they weren't teamed up---is |
       |               |               | the better idea.            |
       |               |               |                             |
       | Mutalisk      | High Templar  | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Psionic Storm in an area    |
       |               |               | where your allies are but   |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few mutalisks for a  |
       |               |               | well-placed Psionic Storm   |
       |               |               | would you? Would you!?      |
       |               |               |                             |
       | Mutalisk      | Archon        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Mutalisk      | Reaver        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Mutalisk      | Shuttle       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Mutalisk      | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your mutalisks. The observ- |
       |               |               | er will then follow the     |
       |               |               | said unit wherever it goes, |
       |               |               | and enable it to attack hid-|
       |               |               | den enemies of any kind.    |
       |               |               |                             |
       | Mutalisk      | Scout         | You can very well use your  |
       |               |               | mutalisks to wreck havoc in |
       |               |               | any opponent's base, but if |
       |               |               | airborne resistance proves  |
       |               |               | to be too much to handle,   |
       |               |               | then it's time for your     |
       |               |               | scouts to lend a helping    |
       |               |               | Anti-matter Missile.        |
       |               |               |                             |
       | Mutalisk      | Carrier       | Always use your basic units |
       |               |               | to do basic things while    |
       |               |               | the others do the more com- |
       |               |               | plicated ones. Such is true |
       |               |               | for this type of combo,     |
       |               |               | where your mutalisks will   |
       |               |               | do nothing but attack the   |
       |               |               | opponents, while your car-  |
       |               |               | riers specifically target   |
       |               |               | their interceptors towards  |
       |               |               | the tougher, splash-damag-  |
       |               |               | ing units.                  |
       |               |               |                             |
       | Mutalisk      | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Guardian      | SCV           | As mentioned when done the  |
       |               |               | other way around, don't use |
       |               |               | a combo such as this. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Guardian      | Marine        | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Guardian      | Firebat       | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Guardian      | Ghost         | Many people believe that it |
       |               |               | simply is illogical to drop |
       |               |               | a nuke in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few guardians for a  |
       |               |               | well-placed nuke, would     |
       |               |               | you? Would you!?            |
       |               |               |                             |
       | Guardian      | Vulture       | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Guardian      | Siege Tank    | The perfect "range" combo,  |
       |               |               | works both ways and has the |
       |               |               | highly amusing ability to   |
       |               |               | just rip through any known  |
       |               |               | Starcraft defense, with air-|
       |               |               | borne ones as the only pos- |
       |               |               | sible exception. Still, a   |
       |               |               | combo such as this is one   |
       |               |               | of the mightier ones if ya  |
       |               |               | ask me.                     |
       |               |               |                             |
       | Guardian      | Goliath       | This is the only "crossover"|
       |               |               | combo found in the game,    |
       |               |               | and is a very powerful pair |
       |               |               | at that. The reason behind  |
       |               |               | it's name is the fact that  |
       |               |               | it utilizes your ground     |
       |               |               | units---the goliaths---to   |
       |               |               | to take out the opponent's  |
       |               |               | air units while you air     |
       |               |               | units---the guardians---for |
       |               |               | those that move on land...  |
       |               |               | very cool!                  |
       |               |               |                             |
       | Guardian      | Wraith        | The guardians will swarm    |
       |               |               | the opponent's base, heavi- |
       |               |               | ly concentrating on all     |
       |               |               | nearby detectors in the     |
       |               |               | Then come the wraiths       |
       |               |               | (cloaked, of course) to     |
       |               |               | finish off what remains of  |
       |               |               | the guardian strike.        |
       |               |               |                             |
       | Guardian      | Dropship      | A combo of a transport unit |
       |               |               | and a different air unit is |</pre><pre id="faqspan-18">
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Guardian      | Science       | Nothing specific for this   |
       |               | Vessel        | type of combo; just use the |
       |               |               | guardians for attacking,    |
       |               |               | and at the same time use    |
       |               |               | the science vessels for     |
       |               |               | casting spells other than   |
       |               |               | defensive matrix on oppo-   |
       |               |               | nents when needed.          |
       |               |               |                             |
       | Guardian      | Battlecruiser | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your battlecrui-   |
       |               |               | sers to take out the enemy  |
       |               |               | air units and the guardians |
       |               |               | with their Acid Spores for  |
       |               |               | those that move on land---  |
       |               |               | very cool!                  |
       |               |               |                             |
       | Guardian      | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Guardian      | Zealot        | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Guardian      | Dragoon       | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Guardian      | High Templar  | Guardians are powerful      |
       |               |               | units, thus will be the     |
       |               |               | instant target of all enemy |
       |               |               | untis nearby. It usually    |
       |               |               | won't stand a chance when   |
       |               |               | in a small group, and using |
       |               |               | more than that can some-    |
       |               |               | times cost too much. The    |
       |               |               | solution? Hallucination!    |
       |               |               | With fake units roaming the |
       |               |               | opponent's base, there's a  |
       |               |               | fair chance he'll target    |
       |               |               | those first while your real |
       |               |               | units deal the real damage--|
       |               |               | cool!                       |
       |               |               |                             |
       | Guardian      | Archon        | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your arch- |
       |               |               | ons to take out the enemy   |
       |               |               | air units and those mighty  |
       |               |               | crabs--guardians--for those |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Guardian      | Reaver        | Another cool "brute" combo, |
       |               |               | works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Guardian      | Shuttle       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Guardian      | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your guardians. The observ- |
       |               |               | er will then follow the     |
       |               |               | said unit wherever it goes, |
       |               |               | and enable it to attack hid-|
       |               |               | den enemies of any kind.    |
       |               |               |                             |
       | Guardian      | Scout         | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your scout |
       |               |               | to take out the enemy air   |
       |               |               | units and those mighty fly- |
       |               |               | ers---guardians---for those |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Guardian      | Carrier       | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your car-  |
       |               |               | riers to take out the enemy |
       |               |               | air units and those mighty  |
       |               |               | crabs--guardians--for those |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Guardian      | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Queen         | SCV           | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Queen         | Marine        | Spawn Broodlings from your  |
       |               |               | opponent's spell casters as |
       |               |               | well as his splash-damagers |
       |               |               | then swarm with your mar-   |
       |               |               | rines after those anti-     |
       |               |               | swarm units are taken out.  |
       |               |               |                             |
       | Queen         | Firebat       | Spawn Broodlings from your  |
       |               |               | opponent's spell casters as |
       |               |               | well as his splash-damagers |
       |               |               | then swarm with your fire-  |
       |               |               | bats after those anti-swarm |
       |               |               | units are taken out.        |
       |               |               |                             |
       | Queen         | Ghost         | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Queen         | Vulture       | Spawn Broodlings from your  |
       |               |               | opponent's spell casters as |
       |               |               | well as his splash-damagers |
       |               |               | then swarm with your vul-   |
       |               |               | tures after those anti-     |
       |               |               | swarm units are taken out.  |
       |               |               |                             |
       | Queen         | Siege Tank    | Spawn Broodlings from your  |
       |               |               | opponent's spell casters as |
       |               |               | well as his splash-damagers |
       |               |               | then swarm with your siege- |
       |               |               | tanks after those anti-     |
       |               |               | swarm units are taken out.  |
       |               |               |                             |
       | Queen         | Goliath       | Spawn Broodlings from your  |
       |               |               | opponent's spell casters as |
       |               |               | well as his splash-damagers |
       |               |               | then swarm with your gol-   |
       |               |               | iaths after those anti-     |
       |               |               | swarm units are taken out.  |
       |               |               |                             |
       | Queen         | Wraith        | Spawn Broodlings from your  |
       |               |               | opponent's spell casters as |
       |               |               | well as his splash-damagers |
       |               |               | then swarm with your wraith |
       |               |               | battalion after those anti- |
       |               |               | swarm units are taken out.  |
       |               |               |                             |
       | Queen         | Dropship      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Queen         | Science       | A combo of two non-attack-  |
       |               | Vessel        | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Queen         | Battlecruiser | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Queen         | Probe         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Queen         | Zealot        | Spawn Broodlings from your  |
       |               |               | opponent's spell casters as |
       |               |               | well as his splash-damagers |
       |               |               | then swarm with your zeal-  |
       |               |               | ots after those anti-swarm  |
       |               |               | units are taken out.        |
       |               |               |                             |
       | Queen         | Dragoon       | Spawn Broodlings from your  |
       |               |               | opponent's spell casters as |
       |               |               | well as his splash-damagers |
       |               |               | then swarm with your dra-   |
       |               |               | goons after those anti-     |
       |               |               | swarm units are taken out.  |
       |               |               |                             |
       | Queen         | High Templar  | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Queen         | Archon        | Spawn Broodlings from your  |
       |               |               | opponent's spell casters as |
       |               |               | well as his splash-damagers |
       |               |               | then swarm with your arch-  |
       |               |               | ons after those anti-swarm  |
       |               |               | units are taken out.        |
       |               |               |                             |
       | Queen         | Reaver        | Spawn Broodlings from your  |
       |               |               | opponent's spell casters as |
       |               |               | well as his splash-damagers |
       |               |               | then swarm with your reav-  |
       |               |               | ers after those anti-swarm  |
       |               |               | units are taken out.        |
       |               |               |                             |
       | Queen         | Shuttle       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Queen         | Observer      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Queen         | Scout         | Spawn Broodlings from your  |
       |               |               | opponent's spell casters as |
       |               |               | well as his splash-damagers |
       |               |               | then swarm with your scout  |
       |               |               | battalion after those anti- |
       |               |               | swarm units are taken out.  |
       |               |               |                             |
       | Queen         | Carrier       | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to let even a  |
       |               |               | single interceptor out of   |
       |               |               | those mighty carriers with- |
       |               |               | out first draining those    |
       |               |               | queens of their Ensnaring   |
       |               |               | energy.                     |
       |               |               |                             |
       | Queen         | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       | Scourge       | SCV           | As mentioned when done the  |
       |               |               | other way around, don't use |
       |               |               | a combo such as this. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Scourge       | Marine        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Firebat       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Ghost         | Many people believe that it |
       |               |               | simply is illogical to drop |
       |               |               | a nuke in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few scourges for a   |
       |               |               | well-placed nuke, would     |
       |               |               | you? Would you!?            |
       |               |               |                             |
       | Scourge       | Vulture       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Siege Tank    | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Goliath       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Wraith        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Dropship      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Scourge       | Science       | Works both ways, but really |
       |               | Vessel        | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Battlecruiser | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Probe         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The probe is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Scourge       | Zealot        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Dragoon       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | High Templar  | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Psionic Storm in an area    |
       |               |               | where your allies are but   |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few scourges for a   |
       |               |               | well-placed Psionic Storm   |
       |               |               | would you? Would you!?      |
       |               |               |                             |
       | Scourge       | Archon        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Reaver        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Shuttle       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Scourge       | Observer      | Only works if you're plan-  |
       |               |               | ning to attack hidden units;|
       |               |               | Left-click on your observer |
       |               |               | then right-click on any of  |
       |               |               | your scourges. The observ-  |
       |               |               | er will then follow the     |
       |               |               | said unit wherever it goes, |
       |               |               | and enable it to attack hid-|
       |               |               | den enemies of any kind.    |
       |               |               |                             |
       | Scourge       | Scout         | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Carrier       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Scourge       | Arbiter       | The Protoss arbiter is one  |
       |               |               | of the best back-ups any    |
       |               |               | type of unit could have,    |
       |               |               | since its ability to cloak  |
       |               |               | all nearby subordinates can |
       |               |               | never go wrong. And even if |
       |               |               | the an opponent has a fair  |
       |               |               | share of detectors, it      |
       |               |               | still would be wise to keep |
       |               |               | your arbiters around, since |
       |               |               | their Stasis Field can very |
       |               |               | much lighten your current   |
       |               |               | load.                       |
       |               |               |                             |
       |               |               |                             |
_______________________________________________________________________
Race____|_Attacker______|_Back-up_______|_Comments____________________|
       |               |               |                             |
Protoss | Probe         | SCV           | Are you kiddin me, boy!?    |
       |               |               | Use this type of attack,    |
       |               |               | when rushing the opponent   |
       |               |               | VERY early in the game;     |
       |               |               | still a very lame idea if   |
       |               |               | ya ask me, but it's your    |
       |               |               | choice.                     |
       |               |               |                             |
       | Probe         | Marine        | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Firebat       | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Ghost         | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Vulture       | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Siege Tank    | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Goliath       | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Wraith        | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Dropship      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Probe         | Science       | A combo of two non-attack-  |
       |               | Vessel        | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Probe         | Battlecruiser | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Drone         | Are you kiddin me, boy!?    |
       |               |               | Use this type of attack,    |
       |               |               | when rushing the opponent   |
       |               |               | VERY early in the game;     |
       |               |               | still a very lame idea if   |
       |               |               | ya ask me, but it's your    |
       |               |               | choice.                     |
       |               |               |                             |
       | Probe         | Zergling      | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Hydralisk     | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Ultralisk     | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Defiler       | Using a probe to win is     |
       |               |               | just plain pathetic, unless |
       |               |               | the opponent's units have   |
       |               |               | already suffered the full   |
       |               |               | effects of the defiler's    |
       |               |               | Plague spell, and you got   |
       |               |               | no other men to finish the  |
       |               |               | job.                        |
       |               |               |                             |
       | Probe         | Broodling     | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Infested      | Attacking with a probe is   |
       |               | Terran        | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Overlord      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Probe         | Mutalisk      | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Guardian      | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Probe         | Queen         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Probe         | Scourge       | Attacking with a probe is   |
       |               |               | just plain pathetic, unless |
       |               |               | it's a super-early rush.    |
       |               |               | Don't use this combo. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Zealot        | SCV           | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by zealots alone, except in |
       |               |               | super-early rushes, where   |
       |               |               | the zealots will need all   |
       |               |               | the help they can get.      |
       |               |               |                             |
       | Zealot        | Marine        | The strategies that come    |
       |               |               | with this combo are quite   |
       |               |               | simple: just use your zeal- |
       |               |               | ots against his stronger    |
       |               |               | but shorter-ranged ground   |
       |               |               | units, while the marines    |
       |               |               | continously whack them from |
       |               |               | afar.                       |
       |               |               |                             |
       | Zealot        | Firebat       | Works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Zealot        | Ghost         | Many people believe that it |
       |               |               | simply is illogical to drop |
       |               |               | a nuke in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few zealots for a    |
       |               |               | well-placed nuke, would     |
       |               |               | you? Would you!?            |
       |               |               |                             |
       | Zealot        | Vulture       | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to plant your  |
       |               |               | spider mines till most your |
       |               |               | zealots are killed. Spider  |
       |               |               | mines can kill zealots, you |
       |               |               | know.                       |
       |               |               |                             |
       | Zealot        | Siege Tank    | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to worry 'bout |
       |               |               | the splash damage dealt by  |
       |               |               | a siege-moded siege tank,   |
       |               |               | since zealots are but a     |
       |               |               | small price to pay for lots |
       |               |               | o' kills.                   |
       |               |               |                             |
       | Zealot        | Goliath       | Both will fare well on the  |
       |               |               | ground (though zealots'll   |
       |               |               | fare better), but when the  |
       |               |               | opponent's air units arrive |
       |               |               | it's time for the goliath   |
       |               |               | to do what it does best.    |
       |               |               |                             |
       | Zealot        | Wraith        | The zealots will swarm the  |
       |               |               | opponent's base, heavily    |
       |               |               | concentrating on all nearby |
       |               |               | detectors in the base. Then |
       |               |               | come the wraiths (cloaked,  |
       |               |               | of course) to finish off    |
       |               |               | what remains of the zealot  |
       |               |               | strike.                     |
       |               |               |                             |
       | Zealot        | Dropship      | Your dropship will load the |
       |               |               | zealots and situate them    |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Not as  |
       |               |               | recommended as a zealot-    |
       |               |               | shuttle combo, period.      |
       |               |               |                             |
       | Zealot        | Science       | Nothing specific for this   |
       |               | Vessel        | type of combo; just use the |
       |               |               | zealots for attacking, and  |
       |               |               | at the same time use the    |
       |               |               | science vessels for casting |
       |               |               | spells other than defensive |
       |               |               | matrix on opponents when    |
       |               |               | needed.                     |
       |               |               |                             |
       | Zealot        | Battlecruiser | Always use your basic units |
       |               |               | to do basic things while    |
       |               |               | the others do the more com- |
       |               |               | plicated ones. Such is true |
       |               |               | for this type of combo,     |
       |               |               | where the zealots will do   |
       |               |               | nothing but attack the opp- |
       |               |               | onents, while your battle-  |
       |               |               | cruisers use their Yamato   |
       |               |               | Guns on the tougher, splash |
       |               |               | damaging enemies.           |
       |               |               |                             |
       | Zealot        | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Zealot        | Zergling      | Works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Zealot        | Hydralisk     | The strategies that come    |
       |               |               | with this combo are quite   |
       |               |               | simple: just use your zeal- |
       |               |               | ots against his stronger    |
       |               |               | but shorter-ranged ground   |
       |               |               | units, while the hydralisks |
       |               |               | continously whack them from |
       |               |               | afar.                       |
       |               |               |                             |
       | Zealot        | Ultralisk     | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Zealot        | Defiler       | The defiler's Dark Swarm    |
       |               |               | spell enables any unit to   |
       |               |               | penetrate any opponent's    |
       |               |               | base unharmed by what most  |
       |               |               | likely it would face first, |
       |               |               | namely, units with long-    |
       |               |               | range weapons! With this    |
       |               |               | spell cast in strategic     |
       |               |               | locations throughout your   |
       |               |               | opponent's base, your zeal- |
       |               |               | ots should have no problem  |
       |               |               | finishing their mission in  |
       |               |               | record time.                |
       |               |               |                             |
       | Zealot        | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by zealots alone, simply    |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Zealot        | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Zealot        | Overlord      | Your overlord will load the |
       |               |               | zealots and situate them    |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |</pre><pre id="faqspan-19">
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Not as  |
       |               |               | recommended as a zealot-    |
       |               |               | shuttle combo, but at least |
       |               |               | you'll have a detector by   |
       |               |               | your side.                  |
       |               |               |                             |
       | Zealot        | Mutalisk      | The zealots will enter an   |
       |               |               | opponent's base, split up,  |
       |               |               | and attack everything in    |
       |               |               | sight. And while they do,   |
       |               |               | the mutalisks and their     |
       |               |               | bouncing Glave Wurms will   |
       |               |               | finish the job, or jobs.    |
       |               |               |                             |
       | Zealot        | Guardian      | Your zealots will swarm the |
       |               |               | opponent's base, attacking  |
       |               |               | anything you want it to.    |
       |               |               | Meanwhile, you must utilize |
       |               |               | your guardians to take out  |
       |               |               | enemy spell casters as well |
       |               |               | as his splash-damagers,     |
       |               |               | since it's these two types  |
       |               |               | of units that can really    |
       |               |               | ruin a swarm.               |
       |               |               |                             |
       | Zealot        | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | zealots for attacking, and  |
       |               |               | at the same time use your   |
       |               |               | queens for casting spells   |
       |               |               | other than Parasite on ene- |
       |               |               | my units when needed.       |
       |               |               |                             |
       | Zealot        | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Dragoon       | SCV           | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by dragoons alone, except   |
       |               |               | in super-early rushes, when |
       |               |               | the dragoons will need all  |
       |               |               | the help they can get.      |
       |               |               |                             |
       | Dragoon       | Marine        | Works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Dragoon       | Firebat       | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Dragoon       | Ghost         | In the case of a mass mech  |
       |               |               | attack by either Terran or  |
       |               |               | Protoss, the ghosts may use |
       |               |               | their Lockdown spell to pa- |
       |               |               | ralyze those major mechs    |
       |               |               | while the dragoons give     |
       |               |               | them a good beating.        |
       |               |               |                             |
       | Dragoon       | Vulture       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Dragoon       | Siege Tank    | Dragoons will play some hit |
       |               |               | and run, while those tanks  |
       |               |               | (in siege mode, of course)  |
       |               |               | will play hit and hit. A    |
       |               |               | pretty mighty combo if ya   |
       |               |               | ask me.                     |
       |               |               |                             |
       | Dragoon       | Goliath       | Both will fare well on the  |
       |               |               | ground, but when enemy air  |
       |               |               | units arrive, it's time for |
       |               |               | these goliaths to do what   |
       |               |               | they do best.               |
       |               |               |                             |
       | Dragoon       | Wraith        | The dragoons will swarm the |
       |               |               | opponent's base, heavily    |
       |               |               | concentrating on all nearby |
       |               |               | detectors in the base. Then |
       |               |               | come the wraiths (cloaked,  |
       |               |               | of course) to finish off    |
       |               |               | what remains of the dragoon |
       |               |               | strike.                     |
       |               |               |                             |
       | Dragoon       | Dropship      | Your dropship will load the |
       |               |               | dragoons and situate them   |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Not as  |
       |               |               | recommended as a dragoon-   |
       |               |               | shuttle combo, period.      |
       |               |               |                             |
       | Dragoon       | Science       | Nothing specific for this   |
       |               | Vessel        | type of combo; just use the |
       |               |               | dragoons for attacking, and |
       |               |               | at the same time use the    |
       |               |               | science vessels for casting |
       |               |               | spells other than defensive |
       |               |               | matrix on opponents when    |
       |               |               | needed.                     |
       |               |               |                             |
       | Dragoon       | Battlecruiser | Always use your basic units |
       |               |               | to do basic things while    |
       |               |               | the others do the more com- |
       |               |               | plicated ones. Such is true |
       |               |               | for this type of combo,     |
       |               |               | where the dragoons will do  |
       |               |               | nothing but attack the opp- |
       |               |               | onents, while your battle-  |
       |               |               | cruisers use their Yamato   |
       |               |               | Guns on the tougher, splash |
       |               |               | damaging enemies.           |
       |               |               |                             |
       | Dragoon       | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Dragoon       | Zergling      | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Dragoon       | Hydralisk     | Works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Dragoon       | Ultralisk     | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Dragoon       | Defiler       | The defiler's Dark Swarm    |
       |               |               | spell enables any unit to   |
       |               |               | penetrate any opponent's    |
       |               |               | base unharmed by what most  |
       |               |               | likely it would face first, |
       |               |               | namely, units with long-    |
       |               |               | range weapons! With this    |
       |               |               | spell cast in strategic     |
       |               |               | locations throughout your   |
       |               |               | opponent's base, your dra-  |
       |               |               | goons should have no prob-  |
       |               |               | lem finishing their mission |
       |               |               | in record time. Take note   |
       |               |               | that even though your dra-  |
       |               |               | goons themselves wouldn't   |
       |               |               | be able to deal damage to   |
       |               |               | their enemies, they can and |
       |               |               | should attack the enemy's   |
       |               |               | buildings instead.          |
       |               |               |                             |
       | Dragoon       | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by dragoons alone, simply   |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Dragoon       | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Dragoon       | Overlord      | Your overlord will load the |
       |               |               | dragoons and situate them   |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Not as  |
       |               |               | recommended as a dragoon-   |
       |               |               | shuttle combo, but at least |
       |               |               | you'll have a detector by   |
       |               |               | your side.                  |
       |               |               |                             |
       | Dragoon       | Mutalisk      | The dragoons will enter an  |
       |               |               | opponent's base, split up,  |
       |               |               | and attack everything in    |
       |               |               | sight. And while they do,   |
       |               |               | the mutalisks and their     |
       |               |               | bouncing Glave Wurms will   |
       |               |               | finish the job, or jobs.    |
       |               |               |                             |
       | Dragoon       | Guardian      | Your dragoons will swarm    |
       |               |               | the opponent's base, attack-|
       |               |               | ing anything you want it to.|
       |               |               | Meanwhile, you must utilize |
       |               |               | your guardians to take out  |
       |               |               | enemy spell casters as well |
       |               |               | as his splash-damagers,     |
       |               |               | since it's these two types  |
       |               |               | of units that can really    |
       |               |               | ruin a swarm.               |
       |               |               |                             |
       | Dragoon       | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | dragoons for attacking, and |
       |               |               | at the same time use your   |
       |               |               | queens for casting spells   |
       |               |               | other than Parasite on ene- |
       |               |               | my units when needed.       |
       |               |               |                             |
       | Dragoon       | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | High Templar  | SCV           | As mentioned quite earlier, |
       |               |               | using an SCV to win is just |
       |               |               | plain pathetic, unless all  |
       |               |               | the opponent's units have   |
       |               |               | already suffered the full   |
       |               |               | effects of the high temp-   |
       |               |               | lar's Psionic Storm spell,  |
       |               |               | and you got no other men to |
       |               |               | finish the job.             |
       |               |               |                             |
       | High Templar  | Marine        | Psi Storm his entire base   |
       |               |               | then clean it all up. 'Nuff |
       |               |               | said.                       |
       |               |               |                             |
       | High Templar  | Firebat       | Psi Storm his entire base   |
       |               |               | then fire it all up. 'Nuff  |
       |               |               | said.                       |
       |               |               |                             |
       | High Templar  | Ghost         | In the case of a mass mech  |
       |               |               | attack by either Terran or  |
       |               |               | Protoss, the ghosts may use |
       |               |               | their Lockdown spell to pa- |
       |               |               | ralyze those major mechs    |
       |               |               | while the high templars     |
       |               |               | cast their almighty Psionic |
       |               |               | Storm spells to cut his     |
       |               |               | opposing forces by half.    |
       |               |               |                             |
       | High Templar  | Vulture       | Psi Storm his base then at- |
       |               |               | tack while planting your    |
       |               |               | spider mines to ensure its  |
       |               |               | sterility.                  |
       |               |               |                             |
       | High Templar  | Siege Tank    | Psi Storm his entire base   |
       |               |               | then give it a good whack-  |
       |               |               | ing. A very old strategy    |
       |               |               | and one good example of     |
       |               |               | winning the traditional way.|
       |               |               |                             |
       | High Templar  | Goliath       | Psi Storm his entire base,  |
       |               |               | especially in areas where   |
       |               |               | ground units are abundant,  |
       |               |               | then use your goliaths to   |
       |               |               | take out the other areas,   |
       |               |               | since if most the enemy's   |
       |               |               | ground units are taken out, |
       |               |               | your goliaths are sure to   |
       |               |               | dominate.                   |
       |               |               |                             |
       | High Templar  | Wraith        | Psi Storm his entire base   |
       |               |               | and then again clean it all |
       |               |               | up, just like with the mar- |
       |               |               | ines. Definitely easier to  |
       |               |               | say than to accomplish.     |
       |               |               |                             |
       | High Templar  | Dropship      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | High Templar  | Science       | A combo of two non-attack-  |
       |               | Vessel        | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | High Templar  | Battlecruiser | Psi Storm is entire base    |
       |               |               | then finish it off with the |
       |               |               | awesome power of the battle-|
       |               |               | cruiser's Yamato Gun.       |
       |               |               |                             |
       | High Templar  | Drone         | As mentioned quite earlier, |
       |               |               | using a drone to win is     |
       |               |               | just plain pathetic, unless |
       |               |               | the opponent's units have   |
       |               |               | already suffered the full   |
       |               |               | effects of the high temp-   |
       |               |               | lar's Psionic Storm spell,  |
       |               |               | and you got no other men to |
       |               |               | finish the job.             |
       |               |               |                             |
       | High Templar  | Zergling      | Psi Storm his base then eat |
       |               |               | it up. 'Nuff said           |
       |               |               |                             |
       | High Templar  | Hydralisk     | Psi Storm his base then     |
       |               |               | slime it all up. Sounds     |
       |               |               | good, tastes even better.   |
       |               |               |                             |
       | High Templar  | Ultralisk     | Psi Storm his entire base   |
       |               |               | then give it a good whack-  |
       |               |               | ing. A very old strategy    |
       |               |               | and one good example of     |
       |               |               | winning the traditional way.|
       |               |               |                             |
       | High Templar  | Defiler       | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | High Templar  | Broodling     | As mentioned quite earlier, |
       |               |               | using a broodling to win's  |
       |               |               | plain pathetic, unless all  |
       |               |               | the opponent's units have   |
       |               |               | already suffered the full   |
       |               |               | effects of the high temp-   |
       |               |               | lar's Psionic Storm spell,  |
       |               |               | and you got no other men to |
       |               |               | finish the job.             |
       |               |               |                             |
       | High Templar  | Infested      | Psi Storm his base then     |
       |               | Terran        | blow it up. 'Nuff said.     |
       |               |               |                             |
       | High Templar  | Overlord      | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | High Templar  | Mutalisk      | Psi Storm his entire base   |
       |               |               | then eat it all up, just    |
       |               |               | like with the zerglings.    |
       |               |               |                             |
       | High Templar  | Guardian      | Psi Storm his entire base,  |
       |               |               | especially in areas where   |
       |               |               | air units are abundant,     |
       |               |               | then use your guardians to  |
       |               |               | to take out the other areas,|
       |               |               | since if most the enemy's   |
       |               |               | air units are taken out,    |
       |               |               | your guardians are sure to  |
       |               |               | dominate.                   |
       |               |               |                             |
       | High Templar  | Queen         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | High Templar  | Scourge       | Psi Storm his entire base,  |
       |               |               | especially in areas where   |
       |               |               | ground units are abundant,  |
       |               |               | then use your scourges to   |
       |               |               | take out the other areas,   |
       |               |               | since if most the enemy's   |
       |               |               | ground units are taken out, |
       |               |               | your scourges are sure to   |
       |               |               | dominate.                   |
       |               |               |                             |
       | Archon        | SCV           | As mentioned when done the  |
       |               |               | other way around, don't use |
       |               |               | a combo such as this. It's  |
       |               |               | sheer waste of minerals     |
       |               |               |                             |
       | Archon        | Marine        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Archon        | Firebat       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Archon        | Ghost         | In the case of a mass mech  |
       |               |               | attack by either Terran or  |
       |               |               | Protoss, the ghosts may use |
       |               |               | their Lockdown spell to pa- |
       |               |               | ralyze those major mechs    |
       |               |               | while the archons give them |
       |               |               | a good beating.             |
       |               |               |                             |
       | Archon        | Vulture       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Archon        | Siege Tank    | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed, utilizes your ar-  |
       |               |               | chons to take out the enemy |
       |               |               | air units and the siege-    |
       |               |               | moded siege tanks for those |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Archon        | Goliath       | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your goliaths to   |
       |               |               | take out the opponent's air |
       |               |               | units and the power-over-   |
       |               |               | whelmed archons for those   |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Archon        | Wraith        | Works only for the Terrans: |
       |               |               | (otherwise, archons alone   |
       |               |               | will do) Keep your wraiths  |
       |               |               | above and a little in front |
       |               |               | of your archons, and have   |
       |               |               | them instantly destroy any  |
       |               |               | science vessels nearby, be- |
       |               |               | fore they can even think of |
       |               |               | casting that dreaded EMP    |
       |               |               | Shockwave.                  |
       |               |               |                             |
       | Archon        | Dropship      | Your dropship will load the |
       |               |               | archons and situate them    |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Not as  |
       |               |               | recommended as an archon-   |
       |               |               | shuttle combo, period.      |
       |               |               |                             |
       | Archon        | Science       | Using a science vessel to   |
       |               | Vessel        | provide your high damaging  |
       |               |               | units with much needed pro- |
       |               |               | tection via Defensive Mat-  |
       |               |               | will give these units more  |
       |               |               | than enough time to destroy |
       |               |               | more than twice their total |
       |               |               | worth. Highly recommended.  |
       |               |               |                             |
       | Archon        | Battlecruiser | Another cool "brute" combo, |
       |               |               | works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings. For   |
       |               |               | Terran opponents, keep your |
       |               |               | battlecruisers patroling    |
       |               |               | above and a little in front |
       |               |               | of your archons, and have   |
       |               |               | them instantly YGun any     |
       |               |               | science vessels nearby, be- |
       |               |               | fore they can even think of |
       |               |               | casting that dreaded EMP    |
       |               |               | Shockwave.                  |
       |               |               |                             |
       | Archon        | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Archon        | Zergling      | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Archon        | Hydralisk     | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Archon        | Ultralisk     | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your archons to    |
       |               |               | take out the opponent's air |
       |               |               | units and the mighty ultra- |
       |               |               | lisks for those that move   |
       |               |               | on land---very cool!        |
       |               |               |                             |
       | Archon        | Defiler       | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Plague in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind damaging  |
       |               |               | (NOT sacrificing) a few Ar- |
       |               |               | chons for a well-placed     |
       |               |               | Plague, would you? Would    |
       |               |               | you!?                       |
       |               |               |                             |
       | Archon        | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by archons alone, simply    |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Archon        | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Archon        | Overlord      | Your overlord will load the |
       |               |               | archons and situate them    |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Not as  |
       |               |               | recommended as an archon-   |
       |               |               | shuttle combo, but at least |
       |               |               | you'll have a detector by   |
       |               |               | your side.                  |
       |               |               |                             |
       | Archon        | Mutalisk      | Works only for the Terrans: |
       |               |               | (otherwise, archons alone   |
       |               |               | will do)Keep your mutalisks |
       |               |               | above and a little in front |
       |               |               | of your archons, and have   |
       |               |               | them instantly destroy any  |
       |               |               | science vessels nearby, be- |
       |               |               | fore they can even think of |
       |               |               | casting that dreaded EMP    |
       |               |               | Shockwave.                  |
       |               |               |                             |
       | Archon        | Guardian      | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your arch- |
       |               |               | ons to take out the enemy   |
       |               |               | air units and those mighty  |
       |               |               | crabs--guardians--for those |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Archon        | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | archons for attacking, and  |
       |               |               | at the same time use your   |
       |               |               | queens for casting spells   |
       |               |               | other than Parasite on ene- |
       |               |               | my units when needed.       |
       |               |               |                             |
       | Archon        | Scourge       | Works only for the Terrans: |
       |               |               | (otherwise, archons alone   |
       |               |               | will do) Keep your scourges |
       |               |               | above and a little in front |
       |               |               | of your archons, and have   |
       |               |               | them instantly destroy any  |
       |               |               | science vessels nearby, be- |
       |               |               | fore they can even think of |
       |               |               | casting that dreaded EMP    |
       |               |               | Shockwave.                  |
       |               |               |                             |
       | Reaver        | SCV           | If only SCVs could repair   |
       |               |               | Protoss structures, this    |
       |               |               | would have been a great com-|
       |               |               | bo, seeing as how the SCV   |
       |               |               | could repair every damage   |
       |               |               | sustained by the said unit  |
       |               |               | while it attacks. But, alas,|
       |               |               | as mentioned when done the  |
       |               |               | other way around, don't use |
       |               |               | a combo such as this. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Reaver        | Marine        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Reaver        | Firebat       | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to worry 'bout |
       |               |               | the splash damage dealt by  |
       |               |               | a reaver's almighty scarab, |
       |               |               | since firebats are but a    |
       |               |               | small price to pay for lots |
       |               |               | o' kills.                   |
       |               |               |                             |
       | Reaver        | Ghost         | Many people believe that it |
       |               |               | simply is illogical to drop |
       |               |               | a nuke in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few reavers for a    |
       |               |               | well-placed nuke, would     |
       |               |               | you? Would you!? By a few I |
       |               |               | mean one or two, ok? Sacri- |
       |               |               | ficing five reavers (or     |
       |               |               | even more) is out of the    |
       |               |               | question.                   |
       |               |               |                             |
       | Reaver        | Vulture       | You must totally adore the  |
       |               |               | sight of exploding things   |
       |               |               | if you always use this type |
       |               |               | of combo. But anyway, it    |
       |               |               | works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Reaver        | Siege Tank    | The perfect Terran-Protoss  |
       |               |               | ground-based "range" combo, |
       |               |               | works both ways and has the |
       |               |               | highly amusing ability to   |
       |               |               | just rip through any known  |
       |               |               | Starcraft defense, with air-|
       |               |               | borne ones as the only pos- |
       |               |               | sible exception. Still, a   |
       |               |               | combo such as this is one   |
       |               |               | of the mightier ones if ya  |
       |               |               | ask me.                     |
       |               |               |                             |
       | Reaver        | Goliath       | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your gol-  |
       |               |               | iaths to take out the enemy |
       |               |               | air units and the scarab-   |
       |               |               | loaded reavers for those    |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Reaver        | Wraith        | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Reaver        | Dropship      | Your dropship will load the |
       |               |               | reavers and situate them    |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Well,   |
       |               |               | actually there is one more  |
       |               |               | thing about this combo, and |
       |               |               | it's popularly known as the |
       |               |               | "Reaver Drop". In this drop |
       |               |               | the basic principle is to   |
       |               |               | unload your reavers, have   |
       |               |               | them attack anything at all,|
       |               |               | build more scarabs, and re- |
       |               |               | load them into your transpo |
       |               |               | while they replenish both   |
       |               |               | their shields and their     |
       |               |               | ammo. Fly them over to ano- |
       |               |               | ther uninhabited part of    |
       |               |               | the opponent's base and...  |
       |               |               | DROP! Still, this is NOT as |
       |               |               | recommended as a reaver-    |
       |               |               | shuttle combo, period.      |
       |               |               |                             |
       | Reaver        | Science       | Using a science vessel to   |
       |               | Vessel        | provide your high damaging  |
       |               |               | units with much needed pro- |
       |               |               | tection via Defensive Mat-  |
       |               |               | will give these units more  |
       |               |               | than enough time to destroy |
       |               |               | more than twice their total |
       |               |               | worth. Highly recommended.  |
       |               |               |                             |
       | Reaver        | Battlecruiser | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your battlecrui-   |
       |               |               | sers to take out the enemy  |
       |               |               | air units and the scarab-   |
       |               |               | loaded reavers for those    |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Reaver        | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Reaver        | Zergling      | No specific strategies for  |</pre><pre id="faqspan-20">
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to worry 'bout |
       |               |               | the splash damage dealt by  |
       |               |               | a reaver's almighty scarab, |
       |               |               | since zerglings are but a   |
       |               |               | small price to pay for lots |
       |               |               | o' kills.                   |
       |               |               |                             |
       | Reaver        | Hydralisk     | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Reaver        | Ultralisk     | Another cool "brute" combo, |
       |               |               | works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Reaver        | Defiler       | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Plague in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few reavers for a    |
       |               |               | well-placed Plague, would   |
       |               |               | you? Would you!?            |
       |               |               |                             |
       | Reaver        | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by reavers alone, simply    |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Reaver        | Infested      | You must totally adore the  |
       |               | Terran        | sight of exploding things   |
       |               |               | if you always use this type |
       |               |               | of combo. But anyway, this  |
       |               |               | works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Reaver        | Overlord      | Your overlord will load the |
       |               |               | reavers and situate them    |
       |               |               | somewhere in the middle of  |
       |               |               | an opponent's base, what    |
       |               |               | else were you thinking for  |
       |               |               | this type of combo? Well,   |
       |               |               | actually there is one more  |
       |               |               | thing about this combo, and |
       |               |               | it's popularly known as the |
       |               |               | "Reaver Drop". In this drop |
       |               |               | the basic principle is to   |
       |               |               | unload your reavers, have   |
       |               |               | them attack anything at all,|
       |               |               | build more scarabs, and re- |
       |               |               | load them into your transpo |
       |               |               | while they replenish both   |
       |               |               | their shields and their     |
       |               |               | ammo. Fly them over to ano- |
       |               |               | ther uninhabited part of    |
       |               |               | the opponent's base and...  |
       |               |               | DROP! Still, this is NOT as |
       |               |               | recommended as a reaver-    |
       |               |               | shuttle combo, but at least |
       |               |               | you'll have a detector by   |
       |               |               | your side.                  |
       |               |               |                             |
       | Reaver        | Mutalisk      | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Reaver        | Guardian      | Another cool "brute" combo, |
       |               |               | works both ways, since the  |
       |               |               | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Reaver        | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | reavers for attacking, and  |
       |               |               | at the same time use your   |
       |               |               | queens for casting spells   |
       |               |               | other than Parasite on ene- |
       |               |               | my units when needed.       |
       |               |               |                             |
       | Reaver        | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Shuttle       | SCV           | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Shuttle       | Marine        | And how do you expect to    |
       |               |               | attack with a shuttle? You  |
       |               |               | don't! Using the shuttle    |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Shuttle       | Firebat       | And how do you expect to    |
       |               |               | attack with a shuttle? You  |
       |               |               | don't! Using the shuttle    |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Shuttle       | Ghost         | And how do you expect to    |
       |               |               | attack with a shuttle? You  |
       |               |               | don't! Using the shuttle    |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Shuttle       | Vulture       | And how do you expect to    |
       |               |               | attack with a shuttle? You  |
       |               |               | don't! Using the shuttle    |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Shuttle       | Siege Tank    | And how do you expect to    |
       |               |               | attack with a shuttle? You  |
       |               |               | don't! Using the shuttle    |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Shuttle       | Goliath       | And how do you expect to    |
       |               |               | attack with a shuttle? You  |
       |               |               | don't! Using the shuttle    |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Shuttle       | Wraith        | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Shuttle       | Dropship      | Are you kiddin me, boy!?    |
       |               |               | Using a combo of transport  |
       |               |               | units and nothing else (!)  |
       |               |               | won't give you much help in |
       |               |               | the game. In fact, it won't |
       |               |               | give you any help at all!   |
       |               |               |                             |
       | Shuttle       | Science       | A combo of a transport unit |
       |               | Vessel        | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Shuttle       | Battlecruiser | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Shuttle       | Drone         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Shuttle       | Zergling      | And how do you expect to    |
       |               |               | attack with a shuttle? You  |
       |               |               | don't! Using the shuttle    |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Shuttle       | Hydralisk     | And how do you expect to    |
       |               |               | attack with a shuttle? You  |
       |               |               | don't! Using the shuttle    |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Shuttle       | Ultralisk     | And how do you expect to    |
       |               |               | attack with a shuttle? You  |
       |               |               | don't! Using the shuttle    |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Shuttle       | Defiler       | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Shuttle       | Broodling     | And how do you expect to    |
       |               |               | attack with a shuttle? You  |
       |               |               | don't! Using the shuttle    |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Shuttle       | Infested      | And how do you expect to    |
       |               | Terran        | attack with a shuttle? You  |
       |               |               | don't! Using the shuttle    |
       |               |               | as a decoy is quite a cool  |
       |               |               | idea, but still I wouldn't  |
       |               |               | recommend it.               |
       |               |               |                             |
       | Shuttle       | Overlord      | Are you kiddin me, boy!?    |
       |               |               | Using a combo of transport  |
       |               |               | units and nothing else (!)  |
       |               |               | won't give you much help in |
       |               |               | the game. In fact, it won't |
       |               |               | give you any help at all!   |
       |               |               |                             |
       | Shuttle       | Mutalisk      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Shuttle       | Guardian      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Shuttle       | Queen         | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Shuttle       | Scourge       | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Observer      | SCV           | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Observer      | Marine        | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Firebat       | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Ghost         | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Vulture       | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Siege Tank    | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Goliath       | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Wraith        | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Dropship      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Observer      | Science       | A combo of two non-attack-  |
       |               | Vessel        | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Observer      | Battlecruiser | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Drone         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Observer      | Zergling      | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Hydralisk     | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Ultralisk     | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Defiler       | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Observer      | Broodling     | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Infested      | And how do you expect to    |
       |               | Terran        | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Overlord      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Observer      | Mutalisk      | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Guardian      | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Observer      | Queen         | A combo of two non-attack-  |
       |               |               | ers is quite a lame idea if |
       |               |               | ya ask me.                  |
       |               |               |                             |
       | Observer      | Scourge       | And how do you expect to    |
       |               |               | attack with an observer?    |
       |               |               | You don't! Perhaps doing it |
       |               |               | the other way around is the |
       |               |               | better idea.                |
       |               |               |                             |
       | Scout         | SCV           | If only SCVs could repair   |
       |               |               | Protoss structures, this    |
       |               |               | would have been a great com-|
       |               |               | bo, seeing as how the SCV   |
       |               |               | could repair every damage   |
       |               |               | sustained by the said unit  |
       |               |               | while it attacks. But, alas,|
       |               |               | as mentioned when done the  |
       |               |               | other way around, don't use |
       |               |               | a combo such as this. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Scout         | Marine        | Scouts are quite pathetic   |
       |               |               | in air-to-ground situations,|
       |               |               | and using your most basic   |
       |               |               | ground units (marines) to   |
       |               |               | help them out is just the   |
       |               |               | thing to do.                |
       |               |               |                             |
       | Scout         | Firebat       | Scouts are quite pathetic   |
       |               |               | in air-to-ground situations,|
       |               |               | and using your most basic   |
       |               |               | ground units (firebats) to  |
       |               |               | help them out is just the   |
       |               |               | thing to do. Not as recom-  |
       |               |               | mended as the scout-marine  |
       |               |               | combo, but recommended none-|
       |               |               | theless.                    |
       |               |               |                             |
       | Scout         | Ghost         | In the case of a mass mech  |
       |               |               | attack by either Terran or  |
       |               |               | Protoss, the ghosts may use |
       |               |               | their Lockdown spell to pa- |
       |               |               | ralyze those major mechs    |
       |               |               | while the scouts give them  |
       |               |               | a good beating.             |
       |               |               |                             |
       | Scout         | Vulture       | Scouts are quite pathetic   |
       |               |               | in air-to-ground situations,|
       |               |               | and using your less basic   |
       |               |               | ground units (vultures) to  |
       |               |               | help them out is just the   |
       |               |               | thing to do. Not as recom-  |
       |               |               | mended as the scout-marine  |
       |               |               | combo, but recommended none-|
       |               |               | theless.                    |
       |               |               |                             |
       | Scout         | Siege Tank    | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your scouts to     |
       |               |               | take out the opponent's air |
       |               |               | units and the siege-moded   |
       |               |               | siege tanks for those that  |
       |               |               | move on land---very cool!   |
       |               |               |                             |
       | Scout         | Goliath       | Anti-matter Missiles plus   |
       |               |               | Hellfire Missiles equals... |
       |               |               | total airborne annihilation!|
       |               |               | A combo such as this is     |
       |               |               | extremely effective against |
       |               |               | the opponent's air units    |
       |               |               | (surprise, surprise) and is |
       |               |               | especially useful against   |
       |               |               | the Zerg, who have airborne |
       |               |               | supply providers to protect.|
       |               |               |                             |
       | Scout         | Wraith        | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to show your   |
       |               |               | scouts to the enemy if your |
       |               |               | cloaked wraiths can accom-  |
       |               |               | plish the mission by them-  |
       |               |               | selves.                     |
       |               |               |                             |
       | Scout         | Dropship      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Scout         | Science       | Using a science vessel to   |
       |               | Vessel        | provide your scouts with    |
       |               |               | much needed protection via  |
       |               |               | Defensive Matrix will give  |
       |               |               | them enough time to destroy |
       |               |               | more than twice their total |
       |               |               | worth. Should've been one   |
       |               |               | of those highly recommended |
       |               |               | combos, but for some reason |
       |               |               | I don't use it much. Per-   |
       |               |               | haps it's because scouts    |
       |               |               | should always come in tens, |
       |               |               | and casting Defensive Mat-  |
       |               |               | rix on all of them is just  |
       |               |               | too tedious!                |
       |               |               |                             |
       | Scout         | Battlecruiser | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your scouts to     |
       |               |               | take out the opponent's air |
       |               |               | units and the battlecruis-  |
       |               |               | er's Yamato Guns for those  |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Scout         | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Scout         | Zergling      | Scouts are quite pathetic   |
       |               |               | in air-to-ground situations,|
       |               |               | and using your most basic   |
       |               |               | ground units (zerglings) to |
       |               |               | help them out is just the   |
       |               |               | thing to do. Not as recom-  |
       |               |               | mended as the scout-hydra-  |
       |               |               | lisk combo, but recommended |
       |               |               | nonetheless.                |
       |               |               |                             |
       | Scout         | Hydralisk     | Scouts are quite pathetic   |
       |               |               | in air-to-ground situations,|
       |               |               | and using your most basic   |
       |               |               | ground units (hydralisks)   |
       |               |               | to help them out is just    |
       |               |               | the thing to do.            |
       |               |               |                             |
       | Scout         | Ultralisk     | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your scouts to     |
       |               |               | take out the opponent's air |
       |               |               | units and the mighty ultra- |
       |               |               | lisks for those that move   |
       |               |               | on land---very cool!        |
       |               |               |                             |
       | Scout         | Defiler       | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Plague in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few scouts for a     |
       |               |               | well-placed Plague, would   |
       |               |               | you? Would you!?            |
       |               |               |                             |
       | Scout         | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by scouts alone, simply     |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Scout         | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Scout         | Overlord      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Scout         | Mutalisk      | The scouts will enter an    |
       |               |               | opponent's base, split up,  |
       |               |               | and attack everything in    |
       |               |               | sight. And while they do,   |
       |               |               | the mutalisks and their     |
       |               |               | bouncing Glave Wurms will   |
       |               |               | finish the job, or jobs.    |
       |               |               |                             |
       | Scout         | Guardian      | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your scout |
       |               |               | to take out the enemy air   |
       |               |               | units and those mighty fly- |
       |               |               | ers---guardians---for those |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Scout         | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | scouts for attacking, and   |
       |               |               | at the same time use your   |
       |               |               | queens for casting spells   |
       |               |               | other than Parasite on ene- |
       |               |               | my units when needed.       |
       |               |               |                             |
       | Scout         | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Carrier       | SCV           | If only SCVs could repair   |
       |               |               | Protoss structures, this    |
       |               |               | would have been a great com-|
       |               |               | bo, seeing as how the SCV   |
       |               |               | could repair every damage   |
       |               |               | sustained by the said unit  |
       |               |               | while it attacks. But, alas,|
       |               |               | as mentioned when done the  |
       |               |               | other way around, don't use |
       |               |               | a combo such as this. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Carrier       | Marine        | Only works for the Zerg:    |
       |               |               | Use your carriers to attack |
       |               |               | opponent's buildings. While |
       |               |               | they're busy, your marines  |
       |               |               | will be on the lookout for  |
       |               |               | stray scourges that most    |
       |               |               | likely would go for the air |
       |               |               | units---the carriers---you  |
       |               |               | are using.                  |
       |               |               |                             |
       | Carrier       | Firebat       | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Carrier       | Ghost         | In the case of a mass mech  |
       |               |               | attack by either Terran or  |
       |               |               | Protoss, the ghosts may use |
       |               |               | their Lockdown spell to pa- |
       |               |               | ralyze those major mechs    |
       |               |               | while the carriers give     |
       |               |               | them a good beating.        |
       |               |               |                             |
       | Carrier       | Vulture       | Now matter how hard I try,  |
       |               |               | I can't come up with a suit-|
       |               |               | able strategy for a combo   |
       |               |               | such as this. Perhaps just  |
       |               |               | attacking with these units  |
       |               |               | as if they weren't teamed-  |
       |               |               | up is the better idea.      |
       |               |               |                             |
       | Carrier       | Siege Tank    | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your car-  |
       |               |               | riers to take out the enemy |
       |               |               | air units and the siege-    |
       |               |               | moded siege tanks for those |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Carrier       | Goliath       | Another cool "brute" combo, |
       |               |               | works both ways and, as you |
       |               |               | may already have noticed,   |
       |               |               | utilizes your goliaths to   |
       |               |               | take out the opponent's air |
       |               |               | units and the carrier's     |
       |               |               | interceptors to deal with   |
       |               |               | those that move on land---  |
       |               |               | cool!                       |
       |               |               |                             |
       | Carrier       | Wraith        | No specific strategies for  |
       |               |               | this type of combo. Just    |
       |               |               | remember NOT to show your   |
       |               |               | carriers to the enemy if    |
       |               |               | your cloaked wraiths can    |
       |               |               | accomplish the mission by   |
       |               |               | themselves.                 |
       |               |               |                             |
       | Carrier       | Dropship      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Carrier       | Science       | Using a science vessel to   |
       |               | Vessel        | provide your high damaging  |
       |               |               | units with much needed pro- |
       |               |               | tection via Defensive Mat-  |
       |               |               | will give these units more  |
       |               |               | than enough time to destroy |
       |               |               | more than twice their total |
       |               |               | worth. Highly recommended.  |
       |               |               |                             |
       | Carrier       | Battlecruiser | Hooo, mama! This is THE     |
       |               |               | "brute" combo of all "brute"|
       |               |               | combos, and that I can con- |
       |               |               | clude primarily because, as |
       |               |               | you can see, this combo not |
       |               |               | only works both ways and    |
       |               |               | wrecks some great havoc at  |
       |               |               | that, it also is composed   |
       |               |               | of nuthin but...motherships!|
       |               |               |                             |
       | Carrier       | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Carrier       | Zergling      | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Carrier       | Hydralisk     | Only works for the Zerg:    |
       |               |               | Use your carriers to attack |
       |               |               | opponent's buildings. While |
       |               |               | they're busy, your hydras   |
       |               |               | will be on the lookout for  |
       |               |               | stray scourges that most    |
       |               |               | likely would go for the air |
       |               |               | units---the carriers---you  |
       |               |               | are using.                  |
       |               |               |                             |
       | Carrier       | Ultralisk     | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your car-  |
       |               |               | riers to take out the enemy |
       |               |               | air units and the mighty    |
       |               |               | ultralisks for those that   |
       |               |               | move on land---cool!        |
       |               |               |                             |
       | Carrier       | Defiler       | Many people believe that it |
       |               |               | simply is illogical to cast |</pre><pre id="faqspan-21">
       |               |               | Plague in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind damaging  |
       |               |               | (NOT sacrificing) a few car-|
       |               |               | riers for a well-placed     |
       |               |               | Plague, would you? Would    |
       |               |               | you!?                       |
       |               |               |                             |
       | Carrier       | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by carriers alone, simply   |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Carrier       | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Carrier       | Overlord      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Carrier       | Mutalisk      | The carriers will enter an  |
       |               |               | opponent's base, split up,  |
       |               |               | and attack everything in    |
       |               |               | sight. And while they do,   |
       |               |               | the mutalisks and their     |
       |               |               | bouncing Glave Wurms will   |
       |               |               | finish the job, or jobs.    |
       |               |               |                             |
       | Carrier       | Guardian      | And yet another cool "brute"|
       |               |               | combo, works both ways and, |
       |               |               | as you may already have     |
       |               |               | noticed utilizes your car-  |
       |               |               | riers to take out the enemy |
       |               |               | air units and those mighty  |
       |               |               | crabs--guardians--for those |
       |               |               | that move on land---cool!   |
       |               |               |                             |
       | Carrier       | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | scouts for attacking, and   |
       |               |               | at the same time use your   |
       |               |               | queens for casting spells   |
       |               |               | other than Parasite on ene- |
       |               |               | my units when needed.       |
       |               |               |                             |
       | Carrier       | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       | Arbiter       | SCV           | If only SCVs could repair   |
       |               |               | Protoss structures, this    |
       |               |               | would have been a great com-|
       |               |               | bo, seeing as how the SCV   |
       |               |               | could repair every damage   |
       |               |               | sustained by the said unit  |
       |               |               | while it attacks. But, alas,|
       |               |               | as mentioned when done the  |
       |               |               | other way around, don't use |
       |               |               | a combo such as this. It's  |
       |               |               | sheer waste of minerals.    |
       |               |               |                             |
       | Arbiter       | Marine        | Whenever you see an entire  |
       |               |               | enemy fleet come your way,  |
       |               |               | meet them with your arbiter |
       |               |               | en route, Stasis Field half |
       |               |               | their troops, then Recall   |
       |               |               | all those marines in your   |
       |               |               | base longing for battle.    |
       |               |               |                             |
       | Arbiter       | Firebat       | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Arbiter       | Ghost         | Whenever you see an entire  |
       |               |               | enemy fleet come your way,  |
       |               |               | meet them with your arbiter |
       |               |               | en route, Stasis Field half |
       |               |               | their troops, then Recall   |
       |               |               | the cloaked ghost in your   |
       |               |               | base longing for a well-    |
       |               |               | placed nuke. You gotta have |
       |               |               | perfect timing for this     |
       |               |               | trick to actually work, or  |
       |               |               | else you just wasted 200    |
       |               |               | minerals and gas.           |
       |               |               |                             |
       | Arbiter       | Vulture       | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Arbiter       | Siege Tank    | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Arbiter       | Goliath       | Whenever you see an entire  |
       |               |               | enemy fleet come your way,  |
       |               |               | meet them with your arbiter |
       |               |               | en route, Stasis Field half |
       |               |               | their troops, then Recall   |
       |               |               | all those goliaths in your  |
       |               |               | base longing for battle.    |
       |               |               |                             |
       | Arbiter       | Wraith        | Whenever you see an entire  |
       |               |               | enemy fleet come your way,  |
       |               |               | meet them with your arbiter |
       |               |               | en route, Stasis Field half |
       |               |               | their troops, then Recall   |
       |               |               | all those wraiths in your   |
       |               |               | base longing for battle.    |
       |               |               |                             |
       | Arbiter       | Dropship      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Arbiter       | Science       | Using a science vessel to   |
       |               | Vessel        | provide your spell-casting  |
       |               |               | units with much needed pro- |
       |               |               | tection via Defensive Mat-  |
       |               |               | will give these units more  |
       |               |               | than enough time to crush   |
       |               |               | more than twice their total |
       |               |               | worth. Highly recommended.  |
       |               |               |                             |
       | Arbiter       | Battlecruiser | Whenever you see an entire  |
       |               |               | enemy fleet come your way,  |
       |               |               | meet them with your arbiter |
       |               |               | en route, Stasis Field half |
       |               |               | their troops, then Recall   |
       |               |               | all those battlecruisers in |
       |               |               | your base longing for bat-  |
       |               |               | tle.                        |
       |               |               |                             |
       | Arbiter       | Drone         | As mentioned, do not use a  |
       |               |               | combo such as this. It's    |
       |               |               | sheer waste of minerals.    |
       |               |               | The drone is a very pathe-  |
       |               |               | tic creature in terms of    |
       |               |               | attacking, and even as back-|
       |               |               | up it won't have much use.  |
       |               |               |                             |
       | Arbiter       | Zergling      | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Arbiter       | Hydralisk     | Whenever you see an entire  |
       |               |               | enemy fleet come your way,  |
       |               |               | meet them with your arbiter |
       |               |               | en route, Stasis Field half |
       |               |               | their troops, then Recall   |
       |               |               | all those hydralisks in     |
       |               |               | your base longing for bat-  |
       |               |               | tle.                        |
       |               |               |                             |
       | Arbiter       | Ultralisk     | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Arbiter       | Defiler       | Many people believe that it |
       |               |               | simply is illogical to cast |
       |               |               | Plague in an area where     |
       |               |               | your allies are present but |
       |               |               | you wouldn't mind sacrifi-  |
       |               |               | cing a few arbiters for a   |
       |               |               | well-placed Plague, would   |
       |               |               | you? Would you!?            |
       |               |               |                             |
       | Arbiter       | Broodling     | Nothing this type of combo  |
       |               |               | can do that can't be done   |
       |               |               | by arbiters alone, simply   |
       |               |               | because the broodlings are  |
       |               |               | extremely weak, even weaker |
       |               |               | than the zerglings!         |
       |               |               |                             |
       | Arbiter       | Infested      | Works both ways, since the  |
       |               | Terran        | strategies that come with   |
       |               |               | combos such as these are    |
       |               |               | quite simple: Use either of |
       |               |               | your units to attack the    |
       |               |               | opponent's units and keep   |
       |               |               | them busy, while the rest   |
       |               |               | of the combo target your    |
       |               |               | opponent's buildings.       |
       |               |               |                             |
       | Arbiter       | Overlord      | A combo of a transport unit |
       |               |               | and a different air unit is |
       |               |               | quite a lame idea if ya ask |
       |               |               | me.                         |
       |               |               |                             |
       | Arbiter       | Mutalisk      | Whenever you see an entire  |
       |               |               | enemy fleet come your way,  |
       |               |               | meet them with your arbiter |
       |               |               | en route, Stasis Field half |
       |               |               | their troops, then Recall   |
       |               |               | all those mutalisks in your |
       |               |               | base longing for battle.    |
       |               |               |                             |
       | Arbiter       | Guardian      | Perhaps doing it the other  |
       |               |               | way around is the better    |
       |               |               | idea.                       |
       |               |               |                             |
       | Arbiter       | Queen         | Nothing specific for this   |
       |               |               | type of combo; just use the |
       |               |               | arbiters for attacking, and |
       |               |               | at the same time use your   |
       |               |               | queens for casting spells   |
       |               |               | other than Parasite on ene- |
       |               |               | my units when needed. Still |
       |               |               | a pretty lame combo if ya   |
       |               |               | ask me, unless you include  |
       |               |               | a number of high damaging   |
       |               |               | units with them.            |
       |               |               |                             |
       | Arbiter       | Scourge       | Works both ways, but really |
       |               |               | there's nothing to get too  |
       |               |               | excited about with a combo  |
       |               |               | such as this.               |
       |               |               |                             |
       |               |               |                             |
-----------------------------------------------------------------------


Other teamwork tactics include:


1) attackers       : zergling -|
  extra attackers : zealot   -|
  back-up         : marine   -|
  extra back-up   : none     ---> It's your basic multi-racial rush,
                                  what else were you thinking for this
  expected ratio  : four zerg-    type of combo? Well anyway, just make
                    lings for     sure they come out really fast and
                    every two     very early in the game, else you're
                    marines and   toast later on. Note: the zealots and
                    one zealot    the zerglings may very well change
                                  roles, but the marine, with its ability
                                  to attack from a distance, must always
                                  be used as back-up.


2) attackers       : firebat   -|
  extra attackers : none      -|
  back-up         : hydralisk -|
  extra back-up   : dragoon   ---> It's your less basic multi-racial rush,
                                   what else were you thinking for this
  expected ratio  : three fire-    type of combo? Well anyway, just make
                    bats for       sure they come out really fast and
                    two hydra-     very early in the game, else you're
                    lisks and      toast later on. Note: the dragoons
                    one dragoon    and the hydralisks may very well change
                                   roles, but the firebat with its inability
                                   to attack from a distance, must always
                                   be used as the main attacker.


3) attackers       : any zerg ground unit   -|
  extra attackers : any terran ground unit -|
  back-up         : shuttle                -|
  extra back-up   : high templar           ---> Shuttles can rarely enter
                                                any base unharmed, or any
  expected ratio  : any number less than        good base alive. It is
                    or equal to eight ground    therefore the job of the
                    units for every one         high templar to cast Hallu-
                    shuttle and one high        cination on the desired
                    templar                     shuttle before the said
                                                transport unit proceeds
                                                to unload your men in the
                                                middle of an opponent's
                                                base, so as to confuse
                                                his building attackers
                                                or any other air defense
                                                on which shuttle to target.
                                                The zerg's ground units,
                                                on the other hand, are
                                                generally the best attackers
                                                around while the terran's
                                                are generally the best
                                                back-ups.


4) attackers       : hydralisk  -|
  extra attackers : none       -|
  back-up         : siege tank -|
  extra back-up   : scout      ---> Hydralisks will play some hit and run,
                                    while those siege tanks (in siege
  expected ratio  : four hydra-     mode, of course) will play hit and
                    lisks for       hit. Only an enemy flyer can pass
                    every one       through this type of combo alive, but
                    siege tank      with scouts hunting them down as soon
                    and one scout   as they leave their base perimeter,
                                    they don't have much chance of survival.


5) attackers       : high templar   -|
  extra attackers : none           -|
  back-up         : queen          -|
  extra back-up   : science vessel ---> The perfect unit-based defense
                                        any team could have, since a few
  expected ratio  : three high temp-    of these can take out more than
                    lars for every      ten times their worth if used
                    three queens and    properly. The high templar will
                    one science ves-    of course use the only damaging
                    sel                 ability it has, namely, the Psionic
                                        Storm, but not before the queen
                                        has already Ensnared your enemy
                                        troops and made sure they won't
                                        escape that easily. The science
                                        vessels, on the other hand, will
                                        have with race-dependent strategies:
                                        For the Terran, just use your
                                        Defensive Matrix for your own
                                        units since they'll definitely
                                        need it. For the Zerg, it's Irradiation
                                        time! Casting this spell right
                                        in the middle of a zerg swarm
                                        can cut it down up to half its
                                        original size. And lastly for
                                        Protoss, use your EMP Shockwave
                                        spell to quickly reduce their
                                        chance of survival.


6) attackers       : ultralisk  -|
  extra attackers : reaver     -|
  back-up         : siege tank -|
  extra back-up   : none       ---> The perfect multi-racial "brute" combo,
                                    may work anyway, but best if done in
  expected ratio  : three ultra-    an order identical to the one listed
                    lisks for       here. A combo such as this (if there's
                    every two       any like it) can readily tear an
                    reavers and     opponent's base apart, but it comes
                    four siege      with one major flaw: the inability
                    tanks           to attack air units! Without this
                                    ability, you are sure to lose against
                                    your opponents and their air units,
                                    but at least you'll rip off their
                                    perimeter defenses before they can
                                    even tough you.


7) attackers       : any unit       -|
  extra attackers : any other unit -|
  back-up         : defiler        -|
  extra back-up   : science vessel ---> This type of combo works extremely
                                        well against the Protoss, but
  expected ratio  : any number of       can also be lethal against the
                    unit attackers      other two races. Well, here goes:
                    for every one       first of all, Plague his buildings
                    defiler and one     a couple o' times til their HPs
                    science vessel      are down to one (!) Now's the
                                        time to send in your science
                                        vessels, and complete the torturing
                                        process via their EMP Shockwaving
                                        ability. (Note: skip that part
                                        if playing against Terran or Zerg)
                                        Finally, use any of your other
                                        unit attackers finish the job,
                                        which by the way should be even
                                        easier than gathering ^_^


8) attackers       : infested terran -|
  extra attackers : reaver          -|
  back-up         : vulture         -|
  extra back-up   : none            ---> You must totally adore the sight
                                         of exploding things if you always
  expected ratio  : two infested         this type of combo. But anyway,
                    terrans for every    this could've have been an "every
                    one reaver and one   man for himself" type of combo,
                    vulture              but since your vultures have
                                         the ability to plant the ever
                                         so useful Spider Mines, it would
                                         prove more strategic to use them
                                         as back-ups instead, so as to
                                         prevent those mines from being
                                         whacked before they even finish
                                         burying themselves in the ground.


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  _  _      ___  __  __   ___   ___  ____  ___  ____  ____  _____  _  _  ___
( \/ )( \/ )    / __)(  )(  ) / __) / __)( ___)/ __)(_  _)(_  _)(  _  )( \( )/ __)
)  (  \  /     \__ \ )(__)( ( (_-.( (_-. )__) \__ \  )(   _)(_  )(_)(  )  ( \__ \
(_/\_)  \/  ()  (___/(______) \___/ \___/(____)(___/ (__) (____)(_____)(_)\_)(___/


In this section goes all the mail sent to me by my readers out there.
(Well not all really, but anyways...) If ever you are able to submit a
strategy/comment so new I wouldn't know about it if it weren't for you,
then I'd put it here. However, if you contribute a variation to the strategies
I already know or is already listed in this faq, I MAY include it in this
section or maybe just alter my own strategies instead. Rest assured I
will still give FULL credit to anyone who contributes anything useful
for this faq. Here goes:


"In the mission where you have to save the Norad 2, make defence around
your base then destroy the bunker nearest to the ramp in the Norad 2 area.
Start making attackers and clear a path for raynor and the dropships from
the inside. About 2-3 groups of 12 will do it."
                      -by [email protected]


"I usually end up spending minimally on base defense, especially with
Protoss: their Photon cannon is probably the stupidest defense building
in the game. Sure, it hits everything and can detect, BUT it has only
200 hp and doesn't shoot as fast as the Missile Turret. The fact that
it shoots everything is, in fact, occasionally a disadvantage, because
it then cannot concentrate its fire on air units or ground units, but
ends up getting attacked by both."
                    -by Dan([email protected])-


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  _  _  ____      __  __  ____  ___   ___      ____    __    _____
( \/ )( \/ )(_  _)    (  \/  )(_  _)/ __) / __)    ( ___)  /__\  (  _  )
)  (  \  /  _)(_      )    (  _)(_ \__ \( (__      )__)  /(__)\  )(_)(
(_/\_)  \/  (____)()  (_/\/\_)(____)(___/ \___)()  (__)  (__)(__)(___/\\


*  *  *  *  *  *  *  *

* ON THE GAME ITSELF *

*  *  *  *  *  *  *  *

1) ARE THERE ANY CHEATS IN THE GAME? IF THERE ARE, WHAT ARE THEY?

          Sure there are, though I'd hope you'll never need them. These
  cheats would only work in single player mode, and are done by hitting
  enter before and after typing the messages below, quotation marks and
  the brief explanations that follow are of course not included:

  " Power Overwhelming " - enables invincibility for all your men. Well,
                           not really. I once tried to send a single,
                           uncloaked Ghost towards the center of a Zerg
                           base jampacked with Hydras, Sunkens, and
                           a whole lotta Guardians. And even with the
                           infamous cheat to aid me, my Ghost did not
                           last long enough to nuke the base's center.
                           Be especially careful with this cheat in
                           campaign mode where the storyline must include
                           some casualties before moving on.

  " Operation Cwal " - speeds up all productions, constructions, and
                       upgrades in the game. This is one cheat I actually
                       approve of, since it is the only "fair" cheat,
                       affecting all your opponents as well. The only
                       cheap use of this trick is to enable it when you
                       need it, and disable afterwards.

  " Show me the money " - gives you an instant boost of 10,000 minerals
                          and Vespene gas. You can do this repeatedly
                          to indefinitely increase your cash.

  " What's mine is mine " - gives you an instant boost of 500 minerals.
                            Don't know who'd use this cheat given the
                            one above---honorable cheaters, maybe? If
                            there's such a person?

  " Breathe Deap " -  gives you an instant boost of 500 Vespene gas.
                      Again, don't know who'd use this cheat given the
                      one above---honorable cheaters, maybe? If there's
                      such a person?

  " Food for Thought " - disables all supply requirements. You can have
                         armies at your disposal without the need for
                         Supply Depots, Overlords, or Pylons. You still
                         can't build over 200 supply's worth of any
                         unit or combination of units tough.

  " Black Sheep Wall " - reveals the entire map. It will seem as if you
                         have cleverly distributed your units throughout
                         the entire map thus you are able to see everything
                         that's happening. Still won't see cloaked units
                         though.

  " War ain't what it used to be " - whenever a unit of yours explores
                                     one part of the map and leaves it
                                     be, you can still view that part
                                     of the map, but in a dimmed version
                                     and without the units, right? Well,
                                     this cheat prevents that from happening.
                                     Once again an entry for the "most
                                     honorable cheat award." ;)

  " Modify the phase variance " - disables all tech tree requirements.
                                  (eg. you can build a Factory, Hydralisk
                                  Den, or Cybernetics Core without the
                                  need to have a Barracks, Spawning Pool
                                  or Gateway respectively.

  " Medieval Man " - enables all spells. Also works for the opponent
                     so be careful.

  " The Gathering " - disables all energy requirements. With this cheat
                      enabled, you can forever cloak your Terran Wraiths,
                      Spawn Broodlings with your Zerg queen all over the
                      place, or create fleets upon indespensible fleets
                      of Hallucinations with the Protoss High Templar.

  " Noglues " - disables all spells for your enemies. Totally unfair,
                but in my opinion is simply useless compared to the
                other cheats.

  " Something for nothing " - gives all units one level of upgrade. If
                              the upgrade is an ability (NOT a spell)
                              it will also give that to the corresponding
                              unit. Other upgrades, as long as they're
                              not spells, are also included. Enter this
                              cheat three times for a full upgrade on
                              all weapons and armor.

  " There is no cow level " - you instantly win the current game. yawn.

  " Game over man " - you instantly lose the current game. yikes!

  " Staying alive " - after winning, IF you win, you get to continue
                      controlling your units and making fun of the opposition's
                      remaining forces until you disable the cheat.

  " Ophelia " - level select for campaign mode. After entering this code
                you'll have to hit enter and type in yet another one
                to complete the level skip. Use this formula to verify
                which level you'll go to:

  " Race# "   - (where race is of course either Terran, Zerg, or Protoss
                while # is any number from 1 to the maximum number of
                missions the specified race has to offer)

  " Radio Free Zerg " - changes the background music into something...
                        different---cool really but only works if you're
                        playing as the Zerg.


2) HOW BOUT MULTIPLAYER CHEATS? ARE THERE ANY? IF THERE ARE, WHAT ARE
  THEY?

          Again, sure there are. Unfortunately, I won't tell. Besides,
  what I know of really aren't cheats, but more like making use of
  glitches and all the other tiny details in the game overlooked by its
  skilled programmers. These "cheats", as with those brought about by
  all the mass-produced Diablo trainers out there, destroy the supposedly
  challenging experience this game has to offer. They are, however, still
  pleasing to the eye (eg. screenfuls of Zerg) thus I have tried to acquire
  info on all these cheats (just to view, not to fight with). But no
  matter how sad your Starcraft-playing story is, you can't make me
  squeal them to ya...unless...(hehe) you'd like to trade a cheat of
  your own! Just mail me bout it, k? ^_~ As of now, these are what I
  can trade your cheats for: (these were only tested on the original
  version 1.0)

  a) Having a Command Center right next (and I mean right next!) to mineral
     clusters

  b) Having a Command Center that fires back at opponents

  c) Having a Command Center that produces units other than SCV's, or
     add-ons other than Comsat Stations and Nuclear Silos

  d) Building a Missile Turret above a Command Center

  e) Building Protoss buildings near the Command Center without a Pylon
     near it.

  f) Exceeding the 200 supply limit for the Zerg

  g) Exceeding the 200 supply limit for the Protoss

  h) Morphing in mutalisks for free

  i) Morphing in cloaked mutalisks

  j) Morphing in burrowed mutalisks

  k) Cloaking any unit/group of units without any arbiters nearby

  l) Having an entire base seem uninhabited even if it is.


3) WHICH SPELL/ABILITY CANCELS ON/COMBINES WITH/OVERRIDES WHICH?

          Ok, to answer all that, I have listed a number of rules
  which as far as I know have never been broken in the realm of
  spellcasting: (note: if two rules contradict, the one that came first...
  "overrules" the other one)

  RULE#1 - Stasis Field cancels EVERYTHING---from all the damage a nuke
           could bring to all the protection a Defensive Matrix can
           provide---all of them! And I really do mean all! Detector
           ability as well as the ability to cloak all nearby units is
           also canceled, temporarily that is. If, however, the other
           spell was cast BEFORE the Stasis Field, it depends: spells
           with instant effects will push through, those with long-term
           ones won't.

  RULE#2 - Spells that affect an entire area of units will do their job
           no matter what. This rule is of course second only to rule#1,
           therefore it is only when a unit is in Stasis Field that area
           spells won't do what they're supposed to. Abilities that hide
           units from enemy sight won't save these units from the harmful---
           or beneficial---effects of these spells. One last note: these
           spells are all one hit wonders, meaning two of them won't do
           any more than increase the area affected and the duration of
           the effect by a small percent.

  RULE#3 - Splash damage will also affect units which are cloaked, burrowed,
           or hidden in any way. The same goes with all damage-dealing
           area spells.

  RULE#4 - The Defensive Martix only provides protection against unit-dealt
           damage. This means that spells like Lockdown, Irradiate, EMP
           Shockwave, Parasite, Spawn Broodling, Ensnare, Plague, and
           Dark Swarm will still push through. Defensive Matrix also
           cancels a units cloaking ability, whether it be permanent
           or not.

  RULE#5 - Against robotic units, the Irradiate spell does not prove
           useful at all, but it can still be cast on these types of
           units since its ability to deal damage on all biological
           units nearby still remains.

  RULE#6 - Archons are imune to ALL types of unit-specific spells with
           only the Defensive Matrix and the Hallucination as exceptions.
           Archons are ETHEREAL (as I've heard from someone I forgot
           who, sorry), neither robotic nor biological thus cannot be
           the target of unit-specific spells, since most of which can
           only target a specific type of unit.

  RULE#7 - Lockdown also cancels everything, but there are a few exceptions
           like a unit's "ability" to receive damage.

  RULE#8 - Spells that entirely contradict each other will cancel out,
           except for their side effects. A good example of this would
           be an Ensnared marine under the influence of Stim Packs. The
           effect? A marine that walks and shoots as quickly as before
           but can no longer be hidden by any means (side effect of Ensnare)
           and has suffered a loss of life (side effect of his Stim Pack
           ability)

  RULE#9 - Except for a siege tank in Siege Mode and units under the
           Lockdown spell, the Recall spell cannot be used to teleport
           units which at their current state (eg. burrowed) would not
           normally be able to move. This spell will also not work if
           the arbiter is on a place normally not passable via the units
           it will teleport (eg. bodies of water for ground units).


*  *  *  *  *  *  *  *  *  *  *

* ON ME AS A STARCRAFT PLAYER *

*  *  *  *  *  *  *  *  *  *  *

1) HAVE YOU JOINED/WON ANY STARCRAFT TOURNAMENTS?

          Nope. Never have I joined any Starcraft tournament whatsoever.
  And it only follows that I haven't won one. Though even if I did join,
  the chances of me taking home the grand prize won't go well over 50% :p.

2) DO YOU PLAY STARCRAFT ON BATTLE.NET? IF SO, WHAT IS YOUR NAME THERE?

          I did a long time ago. Actually I didn't have a modem during
  the peak of Starcraft's popularity thus all my Battle.net experience
  on this game came from computer rentals, using many different names.
  I don't play on Bnet nowadays simply because if I do, I'll get hooked
  up again and would spend 80+% of my time and money playing.

3) WHICH RACE DO YOU USE THE MOST?

          I use them all regularly. Not that I'm a Starcraft master
  or anything, just because it really gets boring if you concentrate
  on executing every single strategy for one and only one race.

4) WHAT'S YOUR FAVORITE CD-BASED STARCRAFT MAP?

          The ideal map for me is a map where the terrain cannot interfere
  greatly and be the cause of the general outcome of the game. Therefore
  my favorite maps are Challenger, Blood Bath, and The Hunters (yeah,yeah).

5) WHICH MULTIPLAYER STRATEGY DO YOU USE THE MOST?

          Stacking up on each race's basic air unit (Wraiths, Mutalisks,
  and Scouts) is what I do best. I will occasionally pull off massive
  ground attacks with Siege Tanks, Ultralisks, or Reavers, but only
  to work around an opponent who has heavily prepared for the first type
  of strategy I mentioned. The only exception would be for the Protoss,
  if there are no Terrans with their dreaded EMP Shockwaves around,
  I'd go for mass production of...Archons!!

6) HOW MANY COMPUTER OPPONENTS CAN YOU HANDLE AT A TIME?

          As of now, only 5. Actually I'm kinda proud of it (even if
  it seldom means anything at all), but I hear of people who would do
  7 with ease. Now that's a Starcraft nerd if ya ask me! I suppose I
  could handle 7, but all I'd be doing is defending my base from multiple,
  non-stop rushes that'd improve by the minute! Of course, I'm talking
  bout Melee mode here. If it were Free for All, (where computer opponents
  cannot form alliances among themselves) taking seven computer opponents
  out would be a breeze...

7) DO YOU TAUNT DURING THE GAME? WHAT DO YOU DO BEST TO INSULT YOUR OPPONENTS?

          Yup, but of course only when those I will insult are close
  friends. I can make them realize they have no hope when:

  a) They attack and I even help them out by casting Defensive Matrix
     on the largest of their units.

  b) They witness my ghosts nuking my own base just to free up space.

  c) My buildings float by their base to eat up all Missile Turret/Spore
     Colony/Photon Cannon ammo.

  d) I use Yamato Guns on their workers.

  e) I launch an attack through their main entrance with legions of
     spawned broodlings all Plagued and Ensnared.

  f) My defilers consume ultralisks instead of zerglings.</pre><pre id="faqspan-22">

  g) I cast Dark Swarm on their whole base and do nothing afterwards.

  h) They are kept busy by armies of Hallucinations.

  i) Only one Carrier equiped with one and only one interceptor greets
     all trespassers.

  j) All my attacking units are sent to his base, then just before they
     fire their first missiles, I cast Stasis Field on all of them.


8) WHAT ARE YOUR BEST/WORST STARCRAFT MATCHES?

          Worst? none really. Except when I first felt the fury of the
  six zergling rush!! I was simply devastated at that time (about two
  years back), when I honestly thought gas buildings should always come
  before your sixth worker and any other building! That particular loss
  convinced me that all the previous games I won were child's play and
  I had to push myself to the limits in order to keep up with the power
  of the so-called "rush".

          As for best, I'd include in this category matches in which
  I won in the nick of time, by chance, or through a clever tactic. This
  happens rarely, since most of the time a Starcraft match ends with
  one player dominating the other, launching a full-scale attack and
  leaving nothing alive. Anyway, here goes:

  a) Protoss vs. Zerg
     My base was getting overrun, but so was his. I almost nailed him
     with my last scout fleet, but he managed to save his own Hive with
     one, I repeat, ONE life left. I was so frustrated, but all's not
     lost. I had one, and I again repeat, ONE stray, non-upgraded zealot
     left. All wasn't lost for him either, for besides his mutalisks
     hammering on my base, he had one well-placed guardian blocking my
     long path. I looked back at my base, there was a Pylon beside a Citadel
     and a Nexus left. No more probes or any other unit, except for that
     lone zealot, which was unseen by the enemy cause he's just outside
     the opponent's base. I told myself, "What the heck..." and rushed
     my last hope towards his base. Of course, the dreaded guardian
     started spitting as if there ain't no tommorow. I watched in horror
     as my zealot's life turned from green, to yellow, to red. Then, as
     if on cue, the zealot RAN towards the Hive and delivered his final,
     killing blow just as he ate the last acid spore his body could
     contain. I looked back at my base to see my last two buildings (a
     Pylon and a Citadel) blow up simultaneously. Still I was proclaimed
     the victor. I suddenly remembered clicking on the Leg Enhancement
     Upgrade just before the overrunning started.

  b) Protoss vs. Terran
     We both just ran out of attacking units though I still had a ton
     of high templars by my side. Since there were no cash left, I could
     just morph them all into archons, but he'll easily EMP Shockwave
     his way through my army. Half a minute after all was peaceful (we
     each unsuccessfully attacked the other's base), I decided to take
     the risk---I got one Scout left, so I used all the energy of all
     my high templars to create tons and tons of hallucinated scouts!
     I sent them all to his base, while preparing a sneak attack with
     my now fused high templars. However, I should've seen the look on
     his face when he shouted "WTF!?....HOW!?!?" He was too overwhelmed
     with the scouts alone---five seconds later he quit....yeah, he
     QUIT!!! Hahahahahahaha!!

  c) Protoss vs. Protoss
     I launched a full scale attack on his base but unfortunately a few
     of his buildings still survived. I has no more than 2 arbiters
     left on his base, hammering away on his remaining buildings. Suddenly
     he delivered a sneak reaver attack on my base, and I had no defenders
     left. I knew I'd definitely win if I stop this last resort, but
     it seemed hopeless having two weak air units in terms of damage on
     the other side of the base (By the way he had 6 reavers all taking
     out the perimeter Photon Cannons with ease) Here's what I did: Of
     course, I first rushed the two arbiters back on my base and let one
     of them cast Stasis Field on the reavers. Any ideas? Heheh...I then
     created one high templar for each Gateway I had (there were only
     two) and waited, impatiently. The spell wore off even before the
     high templar came out, but luckily the other arbiter was fully
     charged so I let it cast a second Stasis Field. Finally the two
     high templars arrived, but they still weren't charged up for a
     Psionic Storm, which was obviously what I was planning. I cast my
     last Stasis Field. Meanwhile, my opponent can't do anything cause
     he gots no cash, probes, or Nexus left. When my last Stasis Field
     wore off, I had more than enough. One Psionic Storm went for a direct
     hit, while the other one was cast in anticipation of where they're
     headed. Yes, another hard-earned victory!

  d) Terran vs. Zerg
     He found my base late in the game using a guardian/mutalisks horde,
     whereas I found his in the same way with my battlecruiser/wraith
     army. And since we both did not know the direct route towards each
     other's base, our units did not meet along the way, and we both
     decided to just be the first to eliminate the opponent's buildings.
     Seeing as the match could turn out as a loss on my part, I tried
     my best to discretely transport my SCV into a nearby resource-filled
     area, where I started to create a bunker. I had enough cash left,
     so I didn't finish the bunker and instead built another unfinished
     one in another nearby resource area. I had one building left, but
     he still had three. And while his second building was starting to
     bleed, mine already burned out! Good thing I built those unfinished
     bunkers, which in that state blended with the surrounding "space
     platform" terrain. He eventually found both, but not before I butchered
     his last building.

  e) Terran vs. Terran
     We both launched a tank push-aided battlecruiser attack on each
     other's base, but both our defenses eradicated the opposition's
     air units. All that's left from both our attackers are the siege
     tanks, so we both decided to liftoff our buildings. Too late for
     both of us though, since we both (we're pretty equal in skill)
     damaged each other's base so heavily all our buildings where flaming
     red. I, however, managed to load an ignored dropship with two SCVs
     which seemed like saving graces until I found out I had 10 crystals
     left! I clicked on his buildings (visible because of my tanks on
     the ground below) and saw that they had a little more life than
     mine, thus will explode later than mine will. One by one our remaining
     buildings were starting to explode, so I rushed my dropship towards
     the floating Command Center and unloaded the SCVs. The first one
     ate all that the siege-moded tanks could throw up, but the second
     one lived long enough to give my CC an extra three life. It turned
     out that extra three was all I needed to win the game by burn out.

  f) Terran vs. Protoss
     I purely concentrated on offense and have managed to massacre all
     his observers and robotics facilities during my previous attack.
     His defenses were more than a handful, and all I got left still
     attacking his base were cloaked wraiths---and he STILL gots lotsa
     scouts all eager to attack; I did not change my target, but it turned
     out he had one observer left (perhaps from afar) and when this observer
     came, all my wraiths started cooking like popcorns! I still tried
     to target his buildings though, since they're almost wiped out.
     Then I remembered my scanner, which by the way just got charged up.
     I of course used it to kill his last observer, by this time I had
     three wraiths left, him one whole nexus and lotsa units. He unexpectedly
     sent all but a few scouts to my base(which was totally defenseless)
     and started wiping out MY buildings! It was another close fight,
     Since his last Nexus was almost done, but my wraiths' cloaking were
     also close to wearing off, besides the fact that my buildings are
     burning like hell. Finally my wraiths lost all cloaking ability,
     thus his scouts were finishing off BOTH my last Wraiths and my last
     buildings! Suddenly his Nexus exploded. I had one Wraith and one
     Academy left, (both in bad shape) afterwards.

  g) Zerg vs. Zerg
     I tried to put up a Hatchery beside his base, but he was clever
     enough to destroy it barely a few minutes after its completion
     Still luckily for me his units left the spot right away and never
     checked on it again, so I managed to create a Nydus Canal exit just
     before the spot ran out of Creep. It's Ultra time! Sent them by
     the tens and got him panicky till the end of the match. He did try
     to launch a full scale attack using tons of mutalisks, guardians,
     and hydralisk-carrying overlords at my base in sheer desperation
     but I eliminated him even before he got totally past my perimeter
     defenses.

  h) Zerg vs. Terran
     All my units were given only one set of orders: "Target the enemy's
     Command Center and ignore everything else." And so they all went
     straight for center of his base, got all killed by tons of Missile
     Turrets, but got the mission accomplished: His Command Center is
     now burning red, and all I had to do is get my queen near it, five
     queens actually, since any less than that wouldn't survive his turret-
     filled base in 5 seconds. Second objective achieved: Enemy's Command
     Center has just been infested. He sure gots lotsa turrets, but there
     were only two bunkers to guard himself against attacks from within.
     They started firing away as soon as my newly infested Command Center
     was put up, so the only thing left to do is...create Infested Terrans!
     He didn't bother to help with with his other units, perhaps because
     he thought my Infested Command Center would get whacked even before
     it could create its first human bomb. How wrong was he, since I
     was able to create THREE infested terrans just as the Infested Command
     Center's life turned red. These three were enough to cut down my
     attackers by half, and the fourth one finished them all (one infested
     terran per Bunker and one per batch of four marines). My next target
     were of course his supply depots followed by his turrets and it
     was too late before my InfCC finally got leveled by his air units---
     there already was a huuuge hole in the center of his base. All I
     did next was finish him off with tons of Ultralisk drops.

  i) Zerg vs. Protoss
     This is rather simple, but still a very memorable win for me: I
     attacked his base with every last unit I had left---including the
     zerglings I created just in case he was gonna rush me. I even had
     defilers burrowing in and out of his base, casting Plagues when
     opportunities showed themselves. He of course also had tons of units
     in his base, and since it was his base I was attacking, there were
     Photon Cannons everywhere to help him out. The whole confusion ended
     with him having one, yes ONE flaming Pylon left, but he still had
     enough units to give me a headache, since it was my base which was
     battered before I launched my final attack. There was one obvious
     thing for him to do, and that was to send out all his units on my
     base and finish me off. I saw his units leave, but then I could
     still view his lone Pylon on my screen...why? I had ONE burrowed
     zergling left! He had a few Scouts left to guard this Pylon, but
     they weren't enough to kill the zergling before it delivered two
     strikes---all I needed to destroy the Pylon.


9) ARE THERE ANY OTHER STARCRAFT-RELATED THINGS YOU WOULD LIKE TO SHARE?

          Yes, of course, and I prefer to call them my "Did you know?"s.
  Nothing much you can learn here but oh well, here goes...

     DID YOU KNOW . . .

  a) ...you can rate a Starcraft player by his general motto?

     newbie        - "I wanna be rich...owo-ow, I wanna be rich!"
     below average - "Betcha can't break through my Alcatraz of a base!"
     average       - "The best defense is a good offense."
     above average - "If there's a will, there's a way."
     expert        - "Hit me!"
     strategy god  - "I came, I saw, I conquered."

  b) ...I got hooked onto Starcraft because I honestly thought it was
     such a high-tech game ever since I saw...the SCV!? The first time
     I saw it, I really thought it was one of the main attacking units
     in the game and is supposed to be a product of a technology far
     more advanced than ours! ^_^

  c) ...Vespene Geyser processors (the Refinery, Extractor, and Assimilator)
     are the only buildings compatible for all races, meaning you can
     use a Refinery for your drones, an Extractor for your probes, an
     Assimilator for your SCVs, etc, etc, etc.?

  d) ...Terran addons become neutral after their main buildings are
     destroyed/lifted off? This means that after taking out an opponent's
     Command Center, if all that's left is the now unattached Comsat
     Station, you can build your own Command Center right next to it
     and use it to your advantage!

  e) ...there are still other insignificant messages you can view after
     the "End of Briefing" message in your very first Terran mission?
     the one with the "Skip Tutorial" button? Well, all you have to do
     is wait and this'll what you'll get...

              _____________________________________
             |                                     |
             |            End of Briefing.         |
             |                                     |
             |                                     |
             |                                     |
             |                                     |
             |_____________________________________|

              _____________________________________
             |                                     |
             |            End of Briefing.         |
             |                (Really.)            |
             |                                     |
             |                                     |
             |                                     |
             |_____________________________________|

              _____________________________________
             |                                     |
             |            End of Briefing.         |
             |        (This time I mean it!)       |
             |                                     |
             |                                     |
             |                                     |
             |_____________________________________|

              _____________________________________
             |                                     |
             |            End of Briefing.         |
             |   (Hey it's your dime anyway.)      |
             |                                     |
             |                                     |
             |                                     |
             |_____________________________________|

              _____________________________________
             |                                     |
             |            End of Briefing.         |
             |                                     |
             |                                     |
             |    CHINESE LEMON CHICKEN            |
             |    1 pound sliced chicken brst.     |
             |_____________________________________|

              _____________________________________
             |                                     |
             |    CHINESE LEMON CHICKEN            |
             |    1 pound sliced chicken brst.     |
             |    1 tsp corn starch.               |
             |    3 tbsp soy sauce (dark).         |
             |    1 sliced lemon.                  |
             |_____________________________________|


  f) ...the Zerg overlord is the ONLY unit in the game you can build
     indefinitely? It consumes zero control (or supplies) thus cannot
     exceed Zerg's supply limit by itself---cool! Too bad overlords don't
     have any forms of attack, otherwise I'd be a Zerg fan all the way!

  g) ...the Zerg larva eventually dies after the Hatchery, Lair, or
     Hive from which it came got whacked? So next time, whenever you
     lose any one of these buildings, quickly click on what's left of
     them and morph these larvae into something definitely more useful.

  h) ...there are TWO death sequences for the Zerg drone? One is when
     they get mutilated and spurt small amounts of blood, while the
     other one is when they totally explode into nothingness. You can
     see the former everytime you kill a drone without a task at hand,
     while the second one may be viewed upon killing a drone with a
     cluster of minerals or a mass of processed vespene gas in its grasp.

   i) ...the mutalisk is the highest flyer in the game while the science
      vessel is the lowest? Try flying a mutalisk through a bunch of
      any other type of unit in the game and you'll always see the mutalisk
      fly OVER the unit and not under it. As for the science vessel,
      it's the other way around---all the OTHER air units pass over and
      not under it---cool!


*  *  *  *  *  *  *  *  *

* ON ME AS A FAQ AUTHOR *

*  *  *  *  *  *  *  *  *

1) WHY'D IT TAKE YOU SO LONG TO WRITE THIS FAQ?

          While most of you may think this faq was four months in the
  making, it (at least the first release) only was made in two weeks
  (if that ain't too long itself). The reason why I haven't been writing
  any faqs for a long time was not to get this faq together, but to give
  myself lots o' time for the tons and tons of schoolwork I have to do.

2) CAN I POST YOUR FAQ ON MY SITE?

          Sure. Just make sure you have read, understood, and sworn to
  follow everything I stated in my legal notice found both at the beginning
  and at the end of this faq, ok?

3) WILL YOU HELP ME WITH A SIMILAR FAQ I'M WRITING?

          I'm sorry, but everything I could help you with is already
  in this faq! I'd permit you to use my faq as a guide for the one
  you're writing, but please have the decency to put me in your credits
  section ok?

4) WHAT OTHER FAQS ARE YOU PLANNING TO WRITE?

          I only write strategy/rpg/action faqs once in a while, so I
  guess I'll be writing lots o' fighting game faqs in the near future
  but, oh well, you'll see...


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_  _  _  _  ____  ____       ___  ____  ____  ____   ____  ____  ___
( \/ )( \/ )(_  _)(_  _)     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
)  (  \  /  _)(_  _)(_     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
(_/\_)  \/  (____)(____)()   \___)(_)\_)(____)(____/ (____) (__) (___/


Janice (my kid sis) for copying some of the in-game text for me when I
                   just didn't have the time and for doing a good deal
                   of typing in the stats part of my faq

THE web site (http://www.battle.net) for a big, big part of my charts

Red Phoenix ([email protected]) for info on the whats and hows
                                       of ASCII arts

Dan ([email protected]) for tons of corrections and for the correct definition
                      of mechanical and robotic units

Patrick ([email protected]) for many quote corrections and explanations

Gamefaqs.com for paying attention to this faq
Blizzard and all its affiliates for creating such a great game

And to all my new found victims, err...opponents and my favorite Starcraft
  quote/s that suit them fine ^_^

Phil   - This is not an idle threat!
Leejay - Set a course...take it slow...
Jeff   - Never knowww what hit 'em.
Larry  - I have returned, for vengeance.
Roland - Nuclear launch detected.
Tintin - How y'all doin'?
Kting  - Identify yourself.
Jay-ar - Not enough minerals! (heehee)
Devan  - hklaarlkrlk...laarrrgghhk!!

and in case anyone actually cares, my fav quotes are...

  " Annihilate, Obliterate, Eradicate, Destroy !! "

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  _  _  ____  ____  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
( \/ )( \/ )(_  _)(_  _)(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
)  (  \  /  _)(_  _)(_  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
(_/\_)  \/  (____)(____)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                  _   _  ____  ___  ____  _____  ____  _  _
                 ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                  ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
                 (_) (_)(____)(___/ (__) (_____)(_)\_) (__)


v1.5 - added stats specific to Broodwar
v1.4 - completed teamwork section
v1.3 - improved ASCII art
v1.2 - updated teamwork section
v1.1 - completed combos section

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  _  _      ____  ____  _  _    __    __
( \/ )(_  _)( \/ )    ( ___)(_  _)( \( )  /__\  (  )
)  (  _)(_  )  (      )__)  _)(_  )  (  /(__)\  )(__
(_/\_)(____)(_/\_)()  (__)  (____)(_)\_)(__)(__)(____)
                      _    _  _____  ____  ____   ___
                     ( \/\/ )(  _  )(  _ \(  _ \ / __)
                      )    (  )(_)(  )   / )(_) )\__ \
                     (__/\__)(_____)(_)\_)(____/ (___/


Please feel free to email me if there's something about Broodwar I left
out (I'm sure there will be as this faq barely tries to tell everything
about such a big, big game) or if you just want to comment on my work.
Thank you. If ever I revise this faq and add something you feel came from
one of your emails to me, email me again and remind me bout it so I can
give you credit. Thanks again.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  _  _       ___    __    __  __  ____
( \/ )( \/ )     / __)  /__\  (  \/  )( ___)
)  (  )  (     ( (_-. /(__)\  )    (  )__)
(_/\_)(_/\_)()   \___/(__)(__)(_/\/\_)(____)
        __    __    ____  ____  ____    __    ____  ____  _____  _  _  ___
       /__\  (  )  (_  _)( ___)(  _ \  /__\  (_  _)(_  _)(  _  )( \( )/ __)
      /(__)\  )(__   )(   )__)  )   / /(__)\   )(   _)(_  )(_)(  )  ( \__ \
     (__)(__)(____) (__) (____)(_)\_)(__)(__) (__) (____)(_____)(_)\_)(___/


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  _  _  ____      ___  ____  ____  __    __      __    ____
( \/ )( \/ )(_  _)    / __)(_  _)( ___)(  )  (  )    /__\  (  _ \
)  (  )  (  _)(_     \__ \  )(   )__)  )(__  )(__  /(__)\  )   /
(_/\_)(_/\_)(____)()  (___/ (__) (____)(____)(____)(__)(__)(_)\_)
                      ____  _____  ____   ___  ____  ___
                     ( ___)(  _  )(  _ \ / __)( ___)/ __)
                      )__)  )(_)(  )   /( (__  )__) \__ \
                     (__)  (_____)(_)\_) \___)(____)(___/


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  _  _  ____  ____      ____  _  _  ___  __  __  ____
( \/ )( \/ )(_  _)(_  _)    (_  _)( \( )/ __)(  )(  )(  _ \ ___
)  (  )  (  _)(_  _)(_      _)(_  )  ( \__ \ )(__)(  )   /(___)
(_/\_)(_/\_)(____)(____)()  (____)(_)\_)(___/(______)(_)\_)
                            ____  ____   ___  ____  ____  _____  _  _
                           (  _ \( ___) / __)(_  _)(_  _)(  _  )( \( )
                            )   / )__) ( (__   )(   _)(_  )(_)(  )  (
                           (_)\_)(____) \___) (__) (____)(_____)(_)\_)


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  _  _  ____  ____  ____      ____  ____  ____  ____  ____
( \/ )( \/ )(_  _)(_  _)(_  _)    (  _ \( ___)(_  _)(  _ \(_  _) ___
)  (  )  (  _)(_  _)(_  _)(_      )   / )__)   )(   )   / _)(_ (___)
(_/\_)(_/\_)(____)(____)(____)()  (_)\_)(____) (__) (_)\_)(____)
                                  ____  __  __  ____  ____  _____  _  _
                                 (  _ \(  )(  )(_  _)(_  _)(  _  )( \( )
                                  ) _ < )(__)(   )(   _)(_  )(_)(  )  (
                                 (____/(______) (__) (____)(_____)(_)\_)


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  _  _  ____  _  _       ___  __  __  _  _  ____     __    __  __
( \/ )( \/ )(_  _)( \/ )     / __)(  )(  )( \( )(  _ \   /__\  (  \/  )
)  (  )  (  _)(_  \  /     ( (_-. )(__)(  )  (  )(_) ) /(__)\  )    (
(_/\_)(_/\_)(____)  \/  ()   \___/(______)(_)\_)(____/ (__)(__)(_/\/\_)
                             ___  ____  _  _  ____  __  __  ____  _  _
                            / __)( ___)( \( )(_  _)(  )(  )(  _ \( \/ )
                           ( (__  )__)  )  (   )(   )(__)(  )   / \  /
                            \___)(____)(_)\_) (__) (______)(_)\_) (__)


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

And just in case you read the last part of this faq before the first,
allow me restate my legal notice...

By gaining access to this faq you agree to the following terms:

___________________________________________________________________________________
===================================================================================
||                                                                               ||
||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
||     liable for any harm that anybody thinks came from reading this faq.       ||
||     Examples of this harm include physical ones, such as getting mauled       ||
||     by someone who lost to you via a technique found in this faq, and         ||
||     emotional ones, such as experiencing humiliation upon the use or          ||
||     most likely misuse of yet another technique found in this faq.            ||
||                                                                               ||
||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
||     out of ten chances are it is not in its latest update. You must           ||
||     therefore read the latest version of this faq first at the said web       ||
||     site before sending in any comments, suggestions, and/or corrections.     ||
||     As for webmasters, web page contibutors, and all similar personnel,       ||
||     posting this faq on any other website requires every last sentence,       ||
||     phrase, word, and character contained within this file included and       ||
||     unaltered. Keeping this faq as updated as it is on gamefaqs.com is        ||
||     preferable, though not required.                                          ||
||                                                                               ||
||  3) This faq is not to be profited from---directly, indirectly, or in         ||
||     whatever other way possible. By directly I mean earning less than,        ||
||     equal to, or greater than a cent's worth in cash, items, or services      ||
||     in exchange for part of or all the contents of this faq. On the           ||
||     other hand, by indirectly I mean using a part of or all the contents      ||
||     of this faq as a convincing factor for the purchase of another product    ||
||     thus directly or again indirectly yielding profit.                        ||
||                                                                               ||
||  4) You will not use even a single phrase, sentence, or concept found         ||
||     anywhere in this faq on your own work, even if you expressed it in        ||
||     your own words, without at the very least giving me, Joseph Christopher,  ||
||     the author of this faq, full credit for it. If you in any way             ||
||     incorporated even a very minute part of the strategies found in this      ||
||     faq with your own in your work, then you must at the very least give      ||
||     me partial credit for it.                                                 ||
||                                                                               ||
||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
||     unlawful is done to this faq and/or to me, its author, the appropriate    ||
||     legal actions will be taken. If at any point you disagree to this         ||
||     or any of the above statements, delete this faq immediately andd iscard   ||
||     any help it has done for you.                                             ||
||                                                                               ||
===================================================================================
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