Starcraft 2 Terran tactics. StarCraft server - Terrans - the key to victory. The Abyss. If intelligence shows that at a foreign base

Note to experts: the article below is intended primarily for Starcrafters from the lower leagues, which means that, firstly, the text focuses on things that are obvious to experienced gamers, and secondly, the debut offered to novice Zerg is unlikely to work when playing in Diamond and above, but at the same time it is able to clearly show what exactly and why it is necessary to do against Terrans in order to achieve victory, and also serves as a good “blank” that can eventually be improved to an acceptable competitive build through Mutalisks in TVZ.

That is - do not offer three huts to the layer and so on. Early.

It's time to take a closer look at our "bronze" matchups that we find ourselves in whenever we hit the "Find Match" button. We have already carried out short reviews all three races, and I admit that they lack depth. I hope the next few articles will shed some light on the situation for my brothers and sisters in the Bronze League.

As beginners, we must understand that we need to stick to the right timed tactics, but we cannot think only about time and forget about everything else. First of all, we must understand what the purpose of the tactics we have chosen is, and only then think about timing (and use it). Well, stop talking, looking for a match!

Great, we clicked "find a match" and got into a zerg vs terran battle. Let's stop for a second to refresh our memory of what we will have to face ...

  • It is necessary to anticipate the fencing, that is, early reconnaissance is MANDATORY
  • We will face an enemy who has a very strong defense
  • hellions
  • Flexible
  • Need to build expansions
  • Slime spread could save the game

GLHF

Let's start with my favorite (at the moment) tactic, 2-base mutes. To be honest, there are still flaws in my version that need to be fixed, but on given level everything seems to be working fine. First things first, build the first worker and send it to scout as soon as it hatches, and send the first overseer to the natural.

After that, our goal is to get about to bring the supply of resources to 12 and at the same time throw off the pool of birth and the extractor. While they are being built, we continue to create workers. As soon as the opportunity arises, take a building to create a queen and send three workers to extract gas. As soon as the opportunity falls, build a second building for gas production, you will need it very soon.

At this point, your worker should already have found the enemy base. The enemy, most likely, has already fenced off (let's hope that you will not be late), now we need to find out how many barracks he is building and whether he is producing gas. If you see a lot of barracks, and especially if you can see that the enemy is building reactors, it's worth waiting for a bunch of marines.

If we see all this, then we need to build zerglings and prepare to use them as a defense. If the enemy has not yet built a bunch of barracks, then we have a little time to rest, but we need to be ready for hellions or some other type of attack. Accept the fact that your worker will be killed, try to use it for as long as possible in order to better understand what your terran opponent is going to do.

Get ready: your first big tactical decision is coming. At the moment when the production reaches 15-20 (but not later than 25, although this is already quite late), turn your incubator into a lair and as soon as you can (and best of all at the same moment) start building your second incubator. If you wish, build 3 or 4 Zergling units and send them in pairs to the xel'naga tower.

You also need to take care of installing a breeding ground for cockroaches. For mutating tactics, you need to build expansions and you need to produce gas, that's a fact. If you're going to build some cockroaches to bolster your defenses, you'll need gas.

For me, the main concern will be what kind of buildings I see in the Terran main. If there are a lot of barracks there, I'll focus on ordering zerglings (it's good to research the zergling speed increase as well), and also try to build the spire as soon as possible. If there is no barracks, then it is worth assuming that there will be a lot of hellions, then I will focus on cockroaches and again I will build a spire.

Another option (though not the best) is to build lashers instead of cockroaches or zerglings. They will never interfere, but you should not count on these buildings as the main defensive force.
Let's start building zerglings. They are multifunctional (once you have a Baneling Nest, which is sure to come, sooner rather than later). I prefer to build one or two zerglings for every three or four workers.

Remember, you need to build the maximum number of workers, fill the base to the maximum. Mutes require a lot of resources. At the very beginning of the construction of the zerglings, our main has already mutated into a lair and is gathering resources to capture the natural, which will give us both of the necessary gas fields.

Wait, what about our Overseers?

Yeah, you noticed that I didn't mention when to build or what to do with overseers. I prefer to build no more than two of them at a time (on this moment) when the resource store is nearly full. You ask: why? Overseers build ALL the time, and you don't want to run out of resources by building more than you need. If you build just before the storage runs out, you will have more resources to spend on building other units/buildings.

So, what I had to think about was what to do with the guards. DO NOT COLLECT THEM TOGETHER AND DO NOT PUT THEM IN A CORNER! Think about it, if your enemy finds them, then he will have the opportunity to block you very quickly. Overseers are slow moving and therefore vulnerable to attacks.

What to do with them? I like to cause trouble to the opponent, I like to send the guards as far as possible and start pouring slime. What for? On slime, your opponent cannot build anything!

This will give you an idea of ​​when and where they build new bases. However, the first thing to remember is that your overseer will be attacked/killed when your opponent is ready to set up an additional base (think of it as a built-in bell). As soon as you hear "Our units are under attack", build an overseer to replace the one you lose.

Went-went-went!

Let's get back into the game! We have already captured our natural, we are extracting gas, we are building a spire, the zerglings are on alert ... what's next? We need to start distracting the enemy from the game, that is, harass him. As soon as the spire is ready, we begin to build a mute.

Zergling production has slowed down (probably one Zergling egg for two Mut eggs, but still building workers), but now we have Mutalisks. Let's send them in to disrupt the Terran's supply line. You won't have enough units to turn this attack into a full push, you just need to stop him from getting his income and destroy a resource vault (or two) if you can, but don't be greedy! Try to save as many of your mutes as possible. There is no point in sacrificing these units if there is no such need.

Something to keep in mind as you launch your attack: you expose yourself to the enemy. He will know that you have an air force. If he hasn't already scouted you and figured out what your tactics are, now he will definitely understand it! Be ready to repel a blow from his side. Now good time to start building a cockroach breeding ground (if you don't already have one, upgrade if you do!) and even a baneling nest.

Once you have these two buildings, you should be ready to expand to a third base, as resources will become scarce in the main. Get some workers out of the main and send them to build the next incubator and both extractors. Also start building the Infestor Pit and (once it's finished) the Hive.

Where do we go after this?

So, we got to the point where we were lucky, and we planned everything right. We dealt damage to the enemy, and also withstood his attacks. If we wait a little longer, then we will have to fight with a strong defensive unit. Let's try and get it over with, okay?

First, let's look at the composition of our army. We have zerglings (with the ability to turn them into banelings), cockroaches and mutts (and a few blighters if you expect your opponent to build a spaceport). Now turn some (probably half) of your zerglings into banelings.

Also make sure that their attack buildings are active, you need to quickly break through the enemy wall. When your banelings hatch, be ready to build more zerglings and send them to the enemy base. Remember, Zerglings are cheap and build quickly. Their strongest advantage is quantity, you can quickly attack the enemy and outnumber him.
Well, here I can assume that we will win. We thought about what we can and should expect from the enemy, and what we can build to be ready for his attacks. Granted, this plan isn't perfect, but the Terrans can be dealt with this way. We know the Terran is a defensive foe, and allowing him to dig in is a big buff to him. You need to use the speed of the Zerg and their flexibility to find weaknesses in the enemy and turn them against him.

I hope these tips have been helpful to you. As always, if you have any questions or comments feel free to drop them here or email me. And now - step march to play!

Today I'm going to show you a strong Terran opening that can be used in all three matchups. This build will allow you to build an economy and develop quickly, after which you can switch to any bio-style. This opening will allow you to get used to the build sequence. For fur lovers there will be a separate guide.

Learning the mechanics of the game is the first step to increasing your level of play.

Beginners need to focus on learning the basics of macroeconomics: constantly building workers, wasting resources, no supply blocks. I covered this in detail in Daily#16:

This is a basic opening that will work well even if you sometimes make mistakes.

Terran basic opening

After that, depending on the intelligence, you can go to anything. You can choose an early third CC if your opponent is greedy or passive, or you can make two double grade engineers. You can even add 2 barracks and push big. You can make tanks, mines or helbats, as well as Vikings against air or liberators for siege with your mariks.

Construction priorities

First barrack:

  • Reactor
  • Permanent construction of mariks

Spending resources is one of the most important things for beginners and needs to be developed. Having a lot of resources, you will lose more often than without them (not counting the moment when you built workers badly). Immediately after the reaper, quickly build a reactor.

Second barrack:

  • Techlab and stimpack
  • Permanent construction of mariks

Stimpak is the most important grade for bio-terrans. Don't forget about it!

Third barrack:

  • Reactor
  • Permanent construction of mariks

Factory:

  • Reactor
  • Replacing the reactor with a tech lab when you need to build other units

The factory gives you splash damage in the form of tanks, hellbats or mines. If you're looking for armored units (such as roach devastators), then tanks are your best bet. If you are expecting a lot of light units (like lings), then choose mines. Helbats are good for harassing and protecting against early pushes, against which there is no time to tech lab.

Starport:

  • Use of the rector of the plant
  • Medivac production

The Vikings use against the Zerg to destroy intelligence. Once you have enough Medivacs, you can build Liberators to help with siege or harassment.

Sometimes it's better to just keep your troop composition in order to use the army effectively. Once you master the basic units (mariki and medivacs) you can add more other units that require extra micro and experience. Do not rush to build everything at once; try simple solutions before moving on to more complex ones that require good mechanics.

Intelligence service:

  • If your opponent didn't expand at 3:00 - build some bunkers and be ready to fly CC to the main.
  • Sacrifice a CSM or base unit at 4:00 to try and get into the enemy base and see what he's up to.
  • Don't use scans if you don't know what your opponent is doing. By spending energy on scans, you will deprive yourself of the minerals that you need for your production. Scan only if you must know his plan and if you have time to do so.
  • Don't spend too much time scouting, at this stage you still don't have much knowledge to apply the information you've received, so just concentrate on constantly monitoring the map and try to periodically glance at the minimap.
  • If you are afraid of invisible or flying units, build some turrets at 4:30. If the enemy does not make a proxy, then it is unlikely that he will be able to attack earlier. Don't panic and don't make the turrets too early lest it will disrupt your economy. As your level increases, you will understand when you can get around without them at all.

Remember that there is no perfect guide that will teach you how to win every game. Your opponents also use their brains to defeat you. Always look for places to improve your game, always try to figure out and experiment with new units, styles or ideas. If you keep that kind of critical thinking and focus on learning, you'll fall in love with Starcraft very quickly. Good luck with your study challenging game in the world!

StarCraft 2 - Strategy and Tactics game


Instead of a preface:
Reading the game's discussion thread, I often came across questions like "How do they make units so fast?", "I constantly lose!" etc.
But all this happens because of a banal lack of knowledge or a lack of desire to read forums on tactics and strategies in StarCraft 2. But, personally, I did not find a single sensible comprehensive Russian-language article.

If you are a beginner and crave interesting and fast-paced online battles, then this topic is for you!
Here I will publish the most effective, simple (and not very) to understand materials dedicated to the tactics and strategy of the game StarCraft 2.
And remember that it is important not only to quickly hit the keys, but also to think with your head


Cheese - game tactics (so-called surprises)

Since these tactics are "not for everyone", I will not describe them in detail. Also in brackets is the author, nicknames from the teamliquid.net forum.

Cheese for the Zerg

ZvZ "6pool spine" rush

  • 6 Pool
  • 7 Drone
  • 8 Drone
  • 6 dogs + while the production of dogs is in progress, we advance with one drone (since it moves much slower)
We move out with the second drone a little later after you reach the enemy base, then we make Creeping Buddy and protect it with dogs, distracting the enemy in every possible way and gaining time for construction. If a ride - gg

ZvP "7 pool econ" -(Ephemerality)

  • 7 Pool
  • 8 Drone
  • 9 Drone
  • 6 dogs
This is a more cost-effective build than the previous one, but the time difference is minimal.

ZvP "baneling timing attack" (purerythem)

  • 13 Gas
  • 13 Pool
  • Getting Drones up to 15 limit
  • Queen, learning speed for dogs
When the study of the speed of the lings is half completed, we build a building for baneling (baneling).
We advance to the opponent as soon as the study is completed.
The Baneling Nest and the Speed ​​Upgrade will run out around the same time, and by then you will have enough gas to make 8 Banelings. Then the matter remains small

Terran Cheeses

TvX "Super Fast Banshees" (ShadowDrgn)

  • 10 Gas
  • 10 Barracks
  • 11 Vault
  • 11 Factory
  • We continue to build SCV and make one marine to prevent reconnaissance of your villainous plans
  • 15 Spaceport
  • 16 Laboratory
  • 16 Vault
  • 16 Banshees
Further, I think it is clear what to do.

TvX "3-rax cheese" (all-in)

  • 9 Barracks
  • 9 KSM, we don’t do them any further, 10 is enough.
  • 10 Vault
  • We make a collection point for barracks on a ramp. Then we make ONLY marines
  • 11 Barracks
  • 13 Barracks
  • 16 Vault
Then we advance with 6 marines and try to win.

TvP/TvT "scrap station planetary fortress rush"

  • 7 gas, three workers on it
  • 7 Engineering Station
  • After accumulating 150 minerals and gas, load 5 workers in room. center and together with the two remaining workers we fly / go to the base to the opponent. Do not forget that some more gas will be required for further repairs of the Planetary Fortress.
  • We upgrade to a planetary fortress and extract minerals from enemy crystals
  • If the workers are attacked, we load them into a com. center.

    True, I consider it a minus that if the enemy is Terran, he can fly away, for example, to gold minerals and then punish you very, very painfully.

TvP Super fast Thors on maps for 1v1

  • 6 KSM
  • 7 KSM
  • 8 Gas + 3 mining workers after construction
  • 8 KSM
  • 9 KSM
  • 9/10 Barracks on Basi + send one CSM to build a proxy Factory
  • 10 Factory + set a rally point at the opponent's base
  • 10 Base storage
  • 10 Broxy Factory Armory
  • 10 Laboratory
  • 10 Thor + save 100 minerals and 50 gas to repair mine about 100 and 50 to repair.
The strength of this build is that it looks completely standard (because the Factory is being made a proxy) and the intelligence does not notice the cheese. But then how fun it is to disperse enemies that do not expect anything ...

TvT "fast reaper" (BlasiuS)

  • 6/7/8 Barracks
  • 6/7/8 Gas, 3 xm per loot once built
  • @ After the completion of the barracks, we attach the laboratory
  • @ After building the laboratory, we build the Thug (Reaper)
  • 10 Vault
  • @ As 100 minerals accumulate, we modify the lump. center to the light.

TvT "7 rax", for 2x2 cards (mrk)

  • 7- Proxy Barak and KSM, send to the base to the opponent
  • 8 - KSM
  • 9 - Vault and Marine how the Barracks will line up
We send a worker to the opponent and in every possible way prevent him from developing calmly. Then we send two more KSM "s and marines. The main task is to force other people's workers to break away from the extraction of minerals.
After that, you can go to the Banshees or go all-in with 4 Barracks.

Prostoss Tactics


All the schemes and tips below are designed for initial general knowledge of the mechanics of the game, and all terms will be described at the bottom of the post.

I would like to say that the Protoss are not the easiest race to start playing StarCraft. They rely not on the size of their army, but on technology, so all their units are expensive and slow to build.
Due to the same reasons, many players lose to early Zerg rushes in the first minutes of the game.

But closer to the topic.
The basis of any game is the so-called Build Orders - building orders. Following them, you will usually develop in the right direction from the very first minutes of the game. And as practice shows, it is often BOs that become the key to success in 90% of games with inexperienced players who trying to develop quickly and go into a significant minus of resources

Usually, each race has its own BP and, accordingly, its own tactics of behavior in the game. Therefore, I will consider the most effective, in my opinion, BO for each matchup.
So let's go.

General tactics/tips for playing as Protoss

Many different BOs are, of course, good, but it is not always necessary to strictly follow certain tactics.
StarCraft is primarily an exploration game.
Thus, two types of play can be distinguished: playing from the opponent and imposing one's own game. This is very important to understand, because often due to too late reconnaissance, you can lose very quickly, just not noticing, say, a proxy rush.

But at the initial stages of the game, there are so-called "openings" and "openings" of the game, from which it is already possible to go into some kind of tactics, based on the actions of the opponent.

I will give 3 different openings that I (and not only) consider the most relevant:

"9 Pylon 12 Gateway"

It is currently the default for opening the game, as it gives a good economy and at the same time early enough Gateway (Gateway), which allows you to protect yourself from most early attacks.

The build is divided into two: with fast gas (to enter early technologies) and late gas.

BO with late gas:

  • 9 Pylon
  • 10 As soon as the Pylon is completed, use the Nexus Time Warp
  • Gate 12, use the Time Warp on the Nexus and send one sample for reconnaissance
  • 14 Assimilator
  • 16 Pylon
  • (17 Cybernetic Core)

BO with early gas:

  • 9 Pylon
  • 10 As soon as the pylon is completed, use the Nexus Time Warp
  • 13Assimilator and Time Warp on the Nexus (once 25 energy is accumulated)
  • 16 Pylon
  • (17 Cybernetic Core)

"9 Pylon 13 Gateway"

13 Gates - the most cost-effective build that allows you to spin the economy on early stages, but, at the same time, depriving a significant amount of the army and quick exits in technology.

  • 9 Pylon
  • 10 Nexus Time Warp
  • Gate 13, sending a sample for reconnaissance
  • 15 Assimilator
  • 16 Pylon
Thus, the construction of the Gate will be completed by approximately 2:50 in-game time (at maximum speed).

Notes:

  • The BO describes only the first use of the Time Warp, but it is assumed that when energy is stored in the Nexus
  • All buildings should be built close to the Nexus, as then the most minerals will be mined
  • The cybernetic core is called, as a rule, after the construction of the Gate.

"1 Gate Core"

This build is also a standard opening, as it protects against most initial rushes and all-ins and allows you to move to a stable mid-part of the game.

The main objective of the build is to unleash the potential of the Warp Gate and early technologies. At the same time, it is important not to die at the initial stage of the game and not to allow reconnaissance.
The build also has different variants, for example "9 Pylon, Zealot at the Beginning"

  • 9 Pylon
  • 11 Nexus Time Warp
  • Gate 12, sending a sample for reconnaissance
  • 14 Assimilator
  • 15 Pylon
  • 16 Zealot
  • The construction of the Gate will end at about 18 limit, we immediately build the Cybernetic Core

Other options for BO:


This build has many options depending on your goal. 9 Pylon - 12 Gate allows you to focus on sample production, while 10 Pylon - 10 Gate allows you to start early pressure on the enemy and early technologies, but stop producing samples in large quantities.
It must be said that 9 Pylon - 12 Gates allow you to repel early attacks and give a good economy.

In PvZ and PvP matchups, calling an early Zealot relies on intelligence. If you think you can build a Sentinel before the enemy attacks, then it's worth the wait.

In PvT, you usually shouldn't order a Zealot until you discover the use of dangerous tactics or barracks without labs. So it's easier to use Time Warp to summon Stalker to prevent harassment by Roughnecks.

Notes:


In PvZ and PvP, building a ramp wall with a Gate, a Core, and a single Zealot can help deter early attacks.
In PvT, building a wall is not as effective, since the Terrans have units with ranged attacks at the very beginning, and if they destroy the pylon, then this will be a big minus for you at the beginning of the game.
is destroyed by early pressure, you are at a significant disadvantage.

Usually the second gate is called at 22 limit, unless you go to a fast Robotics Factory/Stargate.

If the intelligence showed an early attack of the enemy, then use the Time Warp to speed up the production of the Sentinel, which can, with the help of the Force Field, hold back any attacks, except for the attack of the Cutthroats. And if you found two very early Gates, then it makes sense to call the second Gate yourself and prepare for defense.


Usually, this build goes into "3 Warpgate Rush", "2 Gate Robotics" or any combination with 3 production buildings. You can also go to 4 production buildings and go all-in.
the builds described above will be discussed later

PvZ - Protoss vs Zerg


"1 Gateway Stargate"(1st Gate Stargate - doesn't sound very good, so we'll write in English).

Base BP:

  • 9 we build a working Pylon (Pylon)
  • 10 Use Time Warp (Chrono Boost) on the Nexus (Nexus) as soon as the construction of the pylon is completed
  • 12 we build the Gateway, the Probe, which laid the gate, we go for reconnaissance
  • 13 Use Time Warp (Chrono Boost) on the Nexus (Nexus)
  • 14 we build the Assimilator, after the completion of the construction we send three Probes to extract gas
  • 15 building the Pylon
  • 16 Call the Zealot if the intelligence showed an early pool (Pool) (<13), то сохраняем Искривление Времени на этого зилота
  • 19 we build the second Assimilator, after the completion of the construction we send three Probes to extract gas
  • 18 build the Cybernetic Core.
  • 21 Summon the Zealot
  • 23 Building the Pylon
  • Immediately after the completion of the construction of the Core, we call the Sentry (Sentry)
  • If intelligence shows that the enemy is going to Roaches, then by the number of cockroaches we put 1-2 guns (having previously built a Forge for them).
  • After the enemy reconnaissance (Overlord) leaves or you drive it away, put the Stargate (Stargate) and start accumulating Time Warp (energy from the Nexus).
  • 31 We call the first Emitter of emptiness (Void Ray) and use the curvature of Time.
  • 34 We call the second Emitter of emptiness (Void Ray) and use the curvature of Time.

Build comments:


It is advisable to place the Pylon, the Core and the Gate in the form of a wall on the ramp (descent from your base), leaving 1-2 "cells" between them. After building a zealot, you can place it in this opening to make it impossible for the zerg to pass through the dogs. 2 zealots can hold off an early rush. If you see that the zealot will be killed now - do not be afraid and let the workers go to the remains of the dogs.

Remember that early detection of the Stargate cannot be allowed. The whole strategy rests on the effect of surprise. As soon as you arrive at the Zerg base with "heaters" - "warm up" them on the buildings located on the edges of the base. After that, with due attention, you will be able to cause great harm to the enemy’s economy, and if he did not have time to go to Hydralisks or Mutu, then victory is yours. 1 heating pad kills the queen. Accordingly, two will kill two queens, one may be shot down. The main thing is to have time to "warm up" the heating pads and have time to cause as much damage as possible.


Depends on what your opponent will do. Remember that StarCraft is an exploration game. For example, if you oversleep the exit in cockroaches - gg

If intelligence shows that at a foreign base:

  • 1 or 2 Incubators (Hatchery) and a clear exit to cockroaches: build more cannons, sentries, to repel the counter-attack by cockroaches. We do not stop the production of heating pads, it is possible that you will finish it off with them (usually this happens if you didn’t sniff out the exit to the early heating pads in time).
  • 1 or 2 Incubators and Zergling Output: Build more Gates and Zealots, keep building heaters.
  • 1 Incubator and exit to Mutalisks: Build another Stargate, stop building heaters and switch to Phoenixes. It might be worth expanding as the enemy won't be able to counter with the zerglings.
  • 2 Incubators and exit to Mutalisks: aBuild another Stargate, stop building heaters and switch to Phoenixes. It makes sense to build another Gate and deal a crushing blow with the Zealots before the enemy has time to change tactics.
  • 1 or 2 Incubators and exit to Hydralisks: switch to the exit to the Templars, take the expansion.

"3 Gate Robo"timing attack

Base BP:

  • 9 Pylon
  • 10 Time Warp on the Nexus after building the Pylon
  • 12 Gates, traffic jam for Exploration
  • 13 Nexus Time Warp
  • 14 Assimilator, three prey samples after construction
  • 15 Pylon
  • 16 Zealot, if intelligence showed an early pool (<13), то сохраняем Искривление Времени на этого зилота.
  • 18 Cybernetic Core
  • 21 Zealot
  • 23 sentry
  • 24 Exploring the Warp Gate
  • 24 Zealot
  • 25 Pylon
  • 25 Assimilator
  • 27 Robotics Facility
  • 28 Gate
  • 32 Observer
  • 33 Pylon
  • 35 Immortal
  • 39 Gate

Of course, these are general tips for a beginner, I will not reveal many secrets and nuances in this article, but the general idea of ​​​​winning in starcraft 2 online they will prompt and I hope will be useful. So…

1) Economy
Everything you build in StarCraft 2 requires crystals and/or gas. It is optimal to put at least two collectors on each crystal. For each Geyser - at least three.

2) Growth in resource extraction
Improve your loot level constantly! Keep expanding! Build and build gatherers, once you've built a Geyser, go look for a new one. A separate tip for Terrans: build additional command centers at the main base, and immediately send them to explored deposits of minerals and gas.

3) To hell with thrift!
Don't save! Let your resources, every penny, work for you. The necessary amount has just appeared - create units, build buildings, develop technologies. You have accumulated 200 units of kris or gas - spend it. Accumulated more than 600 - shame on you!

4) Rush with Zerg
We build a Zerg Hatchery that produces larvae, and then a Spawning Pool to turn these larvae into zerglings. As soon as this happened, we immediately continuously rush the enemy, carry out harassing attacks, hinder development (not forgetting about our own development). Zerling - immediately in the rush!

5) Stop the Zerg Rush
Your opponent is a Zerg and he is acting on point 4? If you are Terran, block the approaches with warehouses and put marines behind them. They can hide behind buildings and shoot zerglings while they gnaw at buildings. And they managed to build a bunker - generally a buzz. If you're a Protos, just a few Zealots can hold off some minor Zergling attacks at first.

6) View your replays
Every match is automatically logged and recorded, and so are the opponent's actions. Watch replays, analyze your actions, mark your mistakes. This will make your tactics more polished next time.

7) Always send a scout
He will warn of an upcoming attack, allow you to check the level of development of the enemy and choose the moment to launch your own strike. When the match starts, send out a gatherer, then swap them out for combat units - at least one at a time in the most dangerous areas.

Group your troops
Your troops are idiots. Cheerful, but not a friendly crowd, they will wander aimlessly and shoot some into the forest, some for firewood. Use the team command (Ctrl + number key) to assemble a strike team, support team, cover team. Concentrate group fire manually on individual enemy targets to kill enemies in half the time. It has been proven to be more effective...

9) Manage at the micro level
No wonder each Starcraft race, each type of unit has its own specials. capabilities. Their importance has been repeatedly emphasized by both developers and players. With timely use, these abilities can turn the tide of the fight. Learn to remember them and activate them in combat.

10) Own primary development plan
Building buildings, developing technologies and creating units at the beginning of the game “from the bulldozer” is a waste of resources and the first step to defeat. Establish a standard clear sequence (depending on the enemy): for example, Terran - build five SCVs, two warehouses, a barracks, a reactor, build 5 infantry, repel the first attack, build a bunker, build a tank factory, etc. This will help free up brain resources for tactical decisions and overtake the enemy in time. Create this line and bring it to automatism in solo missions in Starcraft 2

11) Learn Hotkeys
In StarCraft 2, you can also point your mouse at enemies and yell "kill them!". But this method is for beginners. Learn and practice hotkeys, start with builders - so you can build buildings with ONE CLICK OF THE MOUSE. And for the game it saves at least 100-200 clicks.

If you understand how important this number is when playing starcraft 2 online and memorize all the building keys - why are you reading these tips?!?

13) Terran use Master Viking
A terrible ground-to-air unit that can transform from a ground unit within seconds. Change from one type of unit to another, and as a result - a wide range of applications and different unit tactician in exploration and combat.

14) Protoss - Mothership
Too many players throw them at the enemy like a regular unit, even though it's primarily a support unit! They need to be guarded and protected, using their necessary properties such as Stealth and Vortex abilities. Hide your troops, block enemy defenses, attract reinforcements or vice versa, recall and save fighters.

The last three points are relevant even for advanced Starcraft players.

What is a build?
A build (or Build Order) in StarCraft 2 is a certain order of actions (building and creating units) that you use at the beginning of the game to implement a certain strategy. For example, you can destroy the enemy in the first few minutes of the game, completely forgetting about the economy (rush with 6 zerglings), or vice versa, develop the economy, preparing for battles in the middle stage of the game (First Hive).

What are the advantages of StarCraft 2 builds?
- Time. By using a clear construction order, you save precious seconds and use resources as efficiently as possible;
- Strategy. As we wrote above, using a build makes it possible to maximize the strategy you have chosen for the game;
- Intelligence service. If you clearly know what you will do next, then you have more time to figure out what the enemy is planning to do.

What are the disadvantages of builds?
- Lack of versatility. There is no such build in StarCraft that would allow you to defend against absolutely any enemy action. There are as close as possible and covering most of the possible attacks, but there is no completely universal one and will not be. Therefore, intelligence plays an important role.
- Weak adaptability. If you are not a professional player, then it will take you a lot of time to adjust the build used to the actions of the enemy.

How to read Build Order?
Almost all StarCraft 2 build orders are written as a "Number - Action" combination, for example:
6 - Pool of birth
7 - 6 zerglings
The number on the left represents the number of units of supply consumed (you can see it in the upper right corner of the screen during the game).
The right side shows the action you need to take. For a beginner, this, of course, does not mean anything, but after playing at least a few games for each race, you will quickly understand what it is about. In our article below:
6 - Pool of birth
will mean
"When you use 6 supply units, create a Pool of Birth."

Note that all builds skip creating workers as a matter of course. In other words, you have to do workers almost constantly. For example, the above build, in more detail, should look like this:
6 - Pool of birth
5 - Drone
6 - Drone
7 - 6 zerglings

Why is it important to know the basic builds of other races?
It's very simple, you have to know what your opponent can do and how to defend against him. By the order and appearance of the buildings alone, you can understand what awaits you in the next few minutes.

Protoss basic builds and strategies in StarCraft 2

1.Four gates.
This build is the base build for any protoss. It can be used in most game development scenarios and gives you the easiest way to counter. This build is strong against almost any start of the game, with the exception of 6 pools, and is neutral against mass marines and marauders.
9 - Pylon;
10 - 2 samples (created with acceleration by Nexus);

13 - 2 samples;
13 - First Assimilator (after creation, immediately 3 samples);
16 - Second pylon;
16 - Zealot (if you play against a zerg), if not - wait until the stalker;
18 - Cybernetic core (after building, immediately start developing the Warp Gate under acceleration);

19/20 - Stalker (Terrans or Protoss) / Zealot (Zealot);
22 - Second gate;

24/25 - Third pylon;
26 - Warp Gate research ends. Transform your gate into a warp gate and build pylons 4 and 5. You will now use 1 pylon per troop call (4 units * 2 supplies = 8 supplies), so plan your pylons ahead of time.
26+ - Summon the first set of troops, eg sentry, zealot, 2 stalkers. Do not get carried away with sentries, two is the optimal amount.

After the second call of troops, you should have about 42-45 supply units (10 - 12 units of troops). Take a sample and move across the map. Create a pylon near the enemy base. Send your troops there. Call the third wave near your base and send it to join the army. If you are confident in your abilities, start the attack. No - wait for the 4th wave to call to the newly built pylon and attack.

2.Early dark templars
This game strategy is initially completely symmetrical to 4 gates, but the main attacking force changes. A build using dark templars is very effective against all races, but success is very dependent on whether the enemy has detectors. Also, it can be very effective as a defensive strategy against terrans, as a few dark templars will take out a lot of marines/marauders (but then you have to sacrifice a surprise attack).
9 - Pylon;
10- 2 samples (acceleration);
12 - Gates (on 150 minerals);
12 - 2 samples (acceleration);
13 - First assimilator (3 samples immediately);
16 - Second pylon;
16- Zealot (if playing against zerg), if not - stalker;
18 - Cybernetic core (after construction, immediately start developing the Warp Gate under acceleration);
18/19 - Second assimilator (2 samples);
20 - Twilight Council;
20 - Stalker (Terrans or Protoss)/Zealot (Zerg);
22 - Second gate;
23 - Third and fourth gates;
24/25 - Third pylon;
25/26 - Dark sanctuary;
26 - Warp Gate research ends. Transform your gate into a warp gate and build 4 pylons. Summon the first set: sentinel, zealot and 2 stalkers. Now you have a base to defend the base while the dark sanctuary is not yet ready;
34 - Create a set of 4 Dark Templars. You can leave one at the base for additional protection, and send the rest to destroy the enemy base. If he doesn't have detectors, enjoy an easy win.

3. Attack with photon guns
This technique is considered quite dirty, and if everything goes well, your opponent will be simply beside himself with anger. Very good against terrans and protoss, but often hard to hit against zerg due to their slime. This strategy in StarCraft 2 will only be successful if your opponent is not strong in intelligence.
9 - Pylon, on your ramp (narrow passage in front of the base). Send your sample to the enemy base, to some hidden place;
10 - 2 samples (on acceleration);
12 - Forge (at your base);
12 - 2 tests on acceleration;
15/16 - Set up a pylon at the enemy's base, out of sight or on low ground (note that the range of the pylon does not depend on hills);
16/17 - Install another pylon on your ramp to tightly close the exit from the base;
17/18 - Cannon at the enemy base (if you placed a pylon on a lowland, then the cannon must be placed directly on the enemy base);
*18/19 - Cannon at your base (if you want to stop the enemy's early attack);
19/20 - Place 2 cannons at the same time on the enemy base. Make sure they are within range of the first cannon so that it can protect them;
20/21 - Install another cannon and a pylon behind it (preferably near the previous two cannons);
22/23 and beyond - more guns, plus a couple at your base;
23+ - most likely a victory.

4. Attack with void emitters
This build of StarCraft 2 is quite popular due to its ease of execution and exceptional effectiveness against zerg and protoss. Against terrans, this strategy is rather ineffective, as it is quickly reflected with the help of 3-4 marines.
9 - Pylon;
10 - 2 samples (on acceleration);
12 - Gates (on 150 minerals);
12 - 2 samples (on acceleration);
13 - First assimilator (3 samples at once);
14/15 - Second assimilator (2-3 samples);
16 - Second pylon;
16 - Stalker (Terrans or Protoss) / Zealot (Zerg);
18- Cybernetic core (after construction, start researching the warp gate, but do not speed it up);
20 - Stargate;
22 - Second Pylon (Void Emitters require 3 supplies, so don't forget to place pylons on time);
23/24 - Void Emitter #1 (on boost) - attack if you have good microcontrol);
23/24 - Transform the gates;
27/28 - Emitter of the Void # 2 (on acceleration). It's time to attack;
29/30 - Gate 2 and, if you can afford it, Gate 3
30 - Gate 4. After that, you can start building for the middle stage of the game. Unless, of course, the enemy somehow miraculously survived after the attack by the emitters of the void.

Basic Terran builds and strategies in StarCraft 2:

Build 1/1/1
This build order is the most versatile and allows the player to choose from the maximum number of options and strategies per game. The name 1-1-1 comes from the main buildings that are built in this build: a barrack, a factory and a spaceport.
The order itself looks like this:
10 - Storage 1;
12 - Refinery 1;
13 - Barracks;
16 - Plant;

16 - Marine;
17 - Storage 2;
17 - Annex "Reactor" to the barracks;
18 - Refinery 2 if you are going to develop invisibility;
19 - Hellion;
22 - Spaceport;
22 - Vault 3
23 - Technical laboratory (either in the Factory or in the Spaceport);
23 - Marine or hellion;
26/28 - Banshee or Medivac;

Now that the build order has been completed, you can use almost any kind of attack and defense - depending on the reconnaissance carried out during the construction.

Fur build order:
Mech (short for "mechanic") is a very popular StarCraft 2 strategy that is effective against all races. It allows the use of siege tanks, tori, hellions, marines and/or air units.
10- Storage 1;
12 - Barracks;
13 - Refinery 1;
15- Marine;
16 - Factory;
16 - Improvement "Tracking station";
17 - Refinery 2;
18 - Vault 2;
19 - Factory 2

This build of StarCraft 2 is written for those cases when you want to immediately produce mechanical units, for example, for early pushing with tanks. In the further development, you can build a third factory (against Zerg) or a spaceport (against Terran and Protoss) - it all depends on whether you want to gain control over the airspace.

MMM timing push
This is a modification of the general MMM strategy (Marines, Marauders, Medivacs), which has only one goal - at 8 minutes, use 2 Medivacs to drop 8 Marines and 4 Marauders straight into the enemy base.
10 - Storage 1;
11 - Barracks 1;
13 - Processing plant;
15 - Improvement "Tracking station";
15 - Marines (up to 3 pieces);
16 - Vault 2;
19 - Factory;
22 - Barracks (2);
23 - Refinery 2;
23 - Vault 2;
23 - Annex "Laboratory" to the barracks;
24- Spaceport;
- reactor at the factory;
- constant production of marauders and marines;
- to develop "Stimulators";
After building 100% Spaceport:
- install the reactor;
- Create 2 Medivacs.

After that, it remains only to make a drop.

Zerg strategies in StarCraft 2

6 pool
This build of StarCraft 2 is without a doubt the most popular cheat in the entire game. However, it is only effective against low and mid-level players, at higher levels of the game - using this build is pure defeat.
6 - Pool of birth
5 - Drone
6- As soon as the pool is completed - 3 pairs of zerglings;
Next Larva 1 - another pair of Zerglings and from one worker create an Extractor (make room for Zerglings);
The next larva 2 is a couple more zerglings;
Next Grub 3 - another pair of zerglings, cancel the extractor;
11 - Overseer;
11 - Keep building zerglings and destroying the enemy.

First hive (Hatchery First)
This build allows the Zerg to create the most efficient economy, but will require high game and unit building skills. This build order is more of a defensive one and is intended for the mid-game with a significant economic advantage over the opponent.
9 - Overseer;
9 - Drone scout to the enemy base;
15 - Beehive at the second field;
15 - Pool of birth;
15- Extractor;
17 - Overseer;
Upon completion of the construction of the pool of birth - create 2 queens and 4 zerglings, develop "Accelerated Metabolism"
21 - Bayling Nest
23 - Overseer