Thursday, September 8, 2011

Terran Unit guides


MARINE:

Race
Weak Against
Okay Against
Strong Against
Zerg
Ultralisk, Baneling, Brood Lord
Hydralisk, Mutalisk, Roach
Zergling
Protoss
Colossus, High Templar, Archon, Zealot
Carrier Dark Templar, Mothership, Sentry, Stalker
Immortal, Phoenix, Void Ray
Terran
Hellion, Siege Tank
Banshee, Battlecruiser, Ghost, Marauder, Reaper, Viking
Thor


Marauder:
Race
Weak Against
Okay Against
Strong Against
Zerg
Brood Lord, Mutalisk, Hydralisk, Zergling
Baneling
Roach, Ultralisk
Protoss
Carrier, Mothership, Void Ray, Dark Templar, Immortal, Zealot
Colossus, High Templar, Sentry
Stalker
Terran
Banshee, Battlecruiser, Siege Tank
Ghost, Hellion, Marine
Thor, Viking, Reaper

REAPER:
Race
Weak Against
Okay Against
Strong Against
Zerg
Ultralisk, Baneling, Brood Lord, Roach
Hydralisk
Zergling
Protoss
Colossus, High Templar, Archon, Zealot, Stalker
Dark Templar, High Templar, Sentry
Zealot
Terran
Banshee, Marauder, Siege Tank, Thor, Viking
Ghost, Hellion, Marine

GHOST:
Special Abilities

Snipe: This ability allows the ghost to snipe biological units from a distance with a 45 damage attack that ignores all armor. The ability has a range of 10 and can be shift queued for multiple snipes in a row. With a couple ghosts and good micro your able to take out a a large group of biological units very quickly with this ability by quickly sniping them all while cloaked.

Cloak: This allows your ghost to become invisible while slowly draining it’s energy and will remained cloaked till canceled or your energy runs out. The cloak ability is very useful and is used to get off most of the other’s ghosts abilities such as Snipe or Nukes with out being seen as a Ghost is a fragile unit.

EMP Round: The EMP Round Skill allows you to fire off a AoE EMP shot which will remove all shields  and energy in the area of any unit by 100. This is most commonly used when fighting against Protoss as all Protoss units have shields and this will essentially take their health down half way if used right before you enter battle.

Tactical Nuke: NUCLEAR LAUNCH DETECTED! This is the Ghost’s Trademark skill which allows you to launch a nuclear missile at a target spot that deals 300 damage (+200 to buildings) in a 10 range radius. All nukes must first be trained in Ghost Academy before they can be launched. Tactical Nukes are a very powerful skill although must be used in the right situation, once launched it takes a couple seconds for the nuke to come down so trying to cast a nuke on a mobile army is not a good idea. One of the best uses for nukes is to cast one on your opponents minerals which would allow you to kill all of his workers.

HELLION:
Race
Weak Against
Okay Against
Strong Against
Zerg
Brood Lord, Mutalisk, Ultralisk, Baneling, Roach
Hydralisk
Zergling
Protoss
Carrier, Mothership, Void Ray, Archon, Colossus, Immortal, Stalker
Dark Templar, High Templar, Sentry
Zealot
Terran
Banshee, Battlecruiser, Marauder, Siege Tank, Thor, Viking
Ghost
Marines, Reapers

SIEGE TANK:
Race
Weak Against
Okay Against
Strong Against
Zerg
Brood Lord, Mutalisk, Zergling
Baneling, Roach, Ultralisk
Hydralisk
Protoss
Carrier, Mothership, Phoenix, Void Ray, Dark Templar, Zealot
Archon, Colossus, High Tempar. Sentry, Stalker
Terran
Banshee, Battlecruiser
Hellion, Marauder, Reaper, Viking, Thor
Marine, Ghost

THOR:
Race
Weak Against
Okay Against
Strong Against
Zerg
Zergling, Baneling
Brood Lord, Hydralisk, Mutalisk
Roach, Ultralisk
Protoss
Immortal, Zealot
Carrier, Void Ray, Dark Templar, High Templar, Stalker
Archon, Colossus, Mothership, Sentry
Terran
Banshee, Marauder, Marine, Siege Tank
Battlecruiser, Ghost, Hellion
Reaper, Viking

VIKING:
Race
Weak Against
Okay Against
Strong Against
Zerg
Hydralisk, Zergling
Baneling, Corruptor, Roach, Ultralisk
Brood Lord, mutalisk, Overseer
Protoss
Immortal, Stalker
Archon, Dark Templar, High Templar, Sentry
Carrier, Colossus, Mothership, Void Ray
Terran
Marauder, Marine, Siege Tank
Ghost, Hellion, Reaper, Thor
Banshee, Battlecruiser

BANSHEE:
Race
Weak Against
Okay Against
Strong Against
Zerg
Corruptor, Mutalisk, Hydralisk
Queen
Baneling, Roach, Ultralisk, Zergling
Protoss
Carrier, Mothership, Phoenix, Void Ray,
Archon, Sentry, Stalker, High Templar
Colossus, Dark Templar, Immortal, Zealot
Terran
Battlecruiser, Viking, Thor
Marine, Ghost
Hellion, Marauder, Reaper, Siege Tank

RAVEN:
Detector: The Raven is able to detected any cloaked / burrowed unit making it the only portable detection unit for Terran. Detection also allows you to detect any hallucinated units.

Build Auto Turret: This ability allows the Raven to drop an Auto-Turret at any location which lasts for 180 seconds and will attack anything within its range. These are very useful for harassment as a couple of these dropped behind your opponents minerals will quickly take out their workers while the Raven can fly away once they are placed.
You can also use Auto Turrets to block your opponent off from entering a choke point or as extra offense in a battle, I tend not to use them in battle as they some of the other Raven’s abilities are more beneficial and tend to only use Auto-Turrets to harass my opponents minerals.

Build Point Defense Drone: This is an automated defensive laser that intercepts enemy projectiles. They last for 180 seconds and start with 200 energy and will shoot down 20 ranged attacks before running out of energy. This is probably the Raven’s most useful ability, by placing  2 of these down in front of your army right before you start a battle will give you a huge advantage. They will shoot down 40 ranged attacks preventing them from hitting your units.
As you would guess this is very useful against any unit that has ranged attack as it prevents the attack completely while allowing your units to continue their attack so you can quickly take out your opponents army out without taking a lot of damage.

Hunter Seeker Missile: Allows the Raven to launch a missile that chases down its target. The Missile will chase down the target for up to 15 seconds dealing 100+ area damage.

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