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PC | Strategy | Starcraft

Boxart for Starcraft
  • GRAPHICS: 4.5
  • SOUND: 5.0
  • CONTROL: 4.5
  • FUN FACTOR 4.5
  • AVG USER SCORE 4.7
  • AVG CRITIC SCORE 4.6
Winner of the GamePro Editor's Choice Award

Strategy Guide: Starcraft

Starcraft is successful--selling like crack cocaine on an inner-city street corner. But why is a game that some say is obviously dated execution-wise so successful?

Starcraft is successful--selling like crack cocaine on an inner-city street corner. But why is a game that some say is obviously dated execution-wise so successful?

Part of Starcraft's success is because it's made by Blizzard. But another major reason is that Blizzard spent years polishing the game balance that ties Starcraft's three distinct races together almost effortlessly.

Some say Starcraft is "Easy to learn, hard to master," but I intend to prove in this strategy guide that Starcraft is actually easy to learn and easy to master! Most strategy guides will have you believe there are dozens of tactics to learn. I disagree. I'll break everything down into three easy principles: pre-game planning, fast thinking, and fast hands. These three principles are always important, whether you're playing the computer or playing online.

So take your time and read each principle. Then, if you're still craving Starcraft tidbits, hints, and tactics, I've got that for you, too. At the end of this article is a link to an impressive Starcraft resource I insist you all read.

Pre-Game Plan
The pre-game plan may be one of the most important parts of playing Starcraft. Whether you're in single-play or multiplayer, it can be the difference between life and death.

There are two major factors to consider in your pregame plan. Be sure to plan around the race you're playing against and the map you're playing on. Sure, sometimes these may be unknown factors. If so, incorporate scouting into your plan.

Planning against maps
In multiplayer, there's a good chance you'll know exactly which map you're playing on. Set your plan around this knowledge. Certain maps will eliminate the need for certain units.

It's also good to know exactly where the map's hotspots are--hotspots being things like key bridges, important resources, and entrances into bases (the corners in a four-player map). Odds are, your enemies will know where these hotspots are, and they're probably on their way there early in the game.

Plan to build the necessary troops (land or air) to contain these hotspots or at least contend for them early in the game, as this is where the map can beat you--your opponent gains control of all the hotspots and you basically run out of steam.

Planning against races

Terrans:
These talking monkeys have a couple hard-hitting weapons with great range: The Yamato Cannon and the Siege Tank. Awareness and speed are the key to beating these two weapons. Don't let those Siege Tanks take control of important valleys, bridges, and hotspots, as this is what the Terrans do best. Use fast (upgraded for speed) units early in the game to make sure your Terran enemies don't get good position with the Siege Tanks. It's generally a good idea to have a large army of fast, cheap units (Hydras or Zealots) to thwart Terran positioning. Terrans also have one of the best all-around units in the game: the Marine. The Marine is cheap, highly upgradable, and can fire at land or air targets. Large swarms of Marines can quickly take out an unprepared group of air units.

Zergs:
These smelly bugs are fast, and worst of all, they can expand the quickest. A great Zerg player will swarm the map and colonize hotspots with its hatcheries. This is very bad for you. Keep a close eye on all Zerg players. Besides the early "Zergling Rush," a Zerg player can grab and hold hotspots faster than any race, seeing how a brand-new hatchery can pump out any type of unit (provided it has the upgrade built in its main base). Take out newborn Zerg hatcheries ASAP!

Protoss:
Beware of the dreaded "Zealot Rush." I've seen quick Protoss players devastate my teammates and me with nothing but Zealots. "The Zealot is too powerful," some would cry. But after careful observation, I've noticed that the "Zealot Rush" isn't invulnerable. In fact, Zealots fall quickly to a Bunker/Marine/Vulture combo or a Hydralisk/Sunken-Colony/Zergling combo--provided you build very fast and have a lot of workers mining the resources. The Protoss are deadly late in the game if allowed to upgrade their shields, weapons, and armor. Don't let this happen. Sneak into their bases and kill their probes and pylons.