Can You Stop 1 Unit?Ultra v2
Author: DarthRaider666
For money maps: No
Difficulty: Intermediate
Comments: 5 (Watch for comments!, Add to favorites)
Views: 3238
Map: Can You Stop 1 Unit?Ultra v2
(Map Not Made By Me, Made By Other People)
This guide is really long, but there's so much things to explain. You can skip some things if you want, or just read the whole thing. If you're new to playing this map, I recommend you to read the whole guide. Enjoy! ;)
=====Note=====
I have uploaded this map, so if you want to download it, go search for it.
There is v1 for this map, but there's no point for playing it if there's v2 that's better. ;)
=====Features That V1 Doesn't Have=====
=> 32 stacked mineral; unlimited amount
=> Create anything (except Nuke) in one second
=> Air Units available
=> Stacking is available (the "stacking system" is on the top left of the map)
=====Basics=====
Your objective is to kill that one little unit before it reaches to the other side of the map. This may seem too easy and boring to you, but it's quite fun and challenging.
This is a multi-player map, where all human players are ally. However, it doesn't really require much teamwork to beat the game. That means if one player doesn't do well, then the game doesn't change as much as if he isn't playing. However, it does require more than 1 player to beat the game (and have fun). I recommend at least 4 players. Of course, 6 is the best.
You can pick any race you like: Terran, Zerg, or Protoss. Picking a race DOES affect the gameplay (which will be explained below).
=====Important Spellcasters To Use=====
<<>>
Terran is the most important/useful race in the game. This is more as a fact than an opinion, so you SHOULD have more Terran players than any other races, if you want to win (and have fun). The most important spellcasters for Terran are Ghost and Science Vessel.
Each player can only command 1 Ghost at all time. Making more than 1 Ghost will be a waste. Ghost most important features are Lockdown and Nuke. Lockdown (175 energy) stops a mechanical unit from moving for a long period of time, so it can take extra more damage. This should be used when an enemy move to an area where many units can attack it.
Nuke is not a must-use, but it's close enough. Nuke is mostly used when a unit just got lockdowned. Nuke does like 500 damage maximum, so it's quite useful to have it. Also, Nuke is the only unit/research that cannot be made in 1 second, so don't waste the last minute to get it.
Ghost should be placed in front of the attacking units, so that it can Lockdown a unit on the right time.
Each player can only command up to 2 Science Vessel (just get two of them). Science Vessel most important features are EMP and Irriate. EMP (100 energy) is a must use if you want to pass an Archon wave. It removes shield point from an enemy, but removing energy point will be a waste since it can't use spell on anyone, and Dark Archon's Feedback require its energy. Should only be used on Protoss energy. However, it can EMP your ally's energy point, so tell him to move his spell-caster first.
Irriate, like Nuke, is not must-use, but it's very useful. Irriate (100 energy) can only be used on organic unit, and lower its HP by (around) 250 points. This will make work a lot easier. However, don't use it on ground Zerg enemy; it'll be dead before it can reach half-way (if you play right).
One Science Vessel should be placed near the attacking units, so that it can EMP Protoss unit. The other one should be placed a bit away from the other Science Vessel, just to make sure it won't get EMPed by other Science Vessel.
<<>>
Zerg is probably the least important/useful race here. This doesn't mean it's must-not use, because Queen and Defiler have some use...
Up to 2 Queen can be controlled per player. Queen's only useful feature is its Ensnare. Ensnare (150 energy) slows down the enemy's movement for a period of time, and is useful if Lockdown and Maelstrom are not possible to be used. Slowing down gives more time attacking. Banner (Infested Kerrigan) can be used, but more Ensnare is better. Best used in the range where units can attack.
One Queen should be placed near attacking units and the other should be placed near another attacking units, since one Ensnare can take effect at a time.
Up to 2 Defiler can be controlled per player. Defiler's only useful feature is Plague. Plague (125 energy) is like Irriate, but affects all unit. The use of Plague is just the same as Irriate.
Each Defiler should be placed near each end of the map, so that Defiler can use Plague as soon as an enemy is spawned.
<<>>
Protoss is useful, but not as much as Terran. If there are 6 players, 1-3 players should be Protoss (best with 2). If there are 4-5 players, 1-2 players should be Protoss. Don't bother playing with less than 4 players. The most important spellcasters for Protoss are Dark Archon, and Arbiter.
Only 2 Dark Archon can be controlled per player. Dark Archon's most important features are Feedback and Maelstrom.
Feedback is used on spellcaster enemy, otherwise it'll be a waste. Feedback (100 energy) resets energy to 0, and the unit takes the same amount of damage as the unit's energy before it's feedbacked. When the spellcaster is spawned, it should have 200 energy (or 250) already, so use Feedback when you can.
Maelstrom can only be used on organic unit. Maelstrom (125 energy) stops an enemy from moving for several seconds, taking extra more damage. Like Lockdown, it should be used where most units can attack it.
Both Dark Archon should be placed near your stacked Phantom Cannon (will be explained later on) since it do the most damage, and after one Maelstrom wear off, use your other Dark Archon to Maelstrom again, if possible.
Only 1 Arbiter can be controlled per player. It is useful, but not a must-have for Protoss. Arbiter's only good use is Statis Field (200 energy), stopping an enemy from moving or get attacked for a long period of time. Extra time helps you regenerate energy to caste spells and get into position. Not much people use this spell, but you should use it.
Have an Arbiter placed one end of the map, so once a unit is spawned, you can use Statis Field so that everyone can use an extra time for preparation.
I have seen few people use High Templar for Psi-Storm, but enemy will always keep moving. Maybe you can use Psi-Storm (125 energy) if an enemy got lockdowned, ensnared, or maelstromed. Only 2 High Templar can be controlled per player.
Have one High Templar near your Dark Archon and the other near your ally's Ghost or Queen, since one Psi-Storm can take effect at a time, and does take most damage if an enemy stopped or slowed down.
_____
Do not forget to research spellcaster's +50 energy capacity upgrade!
=====Attacking Units=====
<<>>
I've seen players use Siege Tank the most, but some people also use Marine, Battlecruiser, and Wraith. I will give each unit advantages (PROS) and disadvantages (CONS).
Siege Tank [Siege Mode, duh]: (That's what I'm using)
=> High damage
=> High range
=> Easy to use
=> Slow attack rate(Solution: Lockdown/Ensnare/Maelstrom)
=> Slow transformation
=> Can't attack air unit (Solution: USE GOLIATH)
Goliath:
Right after Jim Raynor's Vulture wave, if you're using Siege Tank, destroy your own Siege Tank (by moving to the side of the map, above or below the enemy's spawn point), and then start making Goliath. Goliath not only is really good against air unit, but it keeps all tank upgrades.
=> High damage on air unit
=> High range (if upgraded)
=> Low damage on ground unit
=> Require to Hold-Position for them to stop moving around
Marine:
=> Low supply used
=> Stim Pack for faster attack rate
=> Can attack both ground and air unit
=> Inexpensive, so you can use extra money to upgrade
=> Low damage (Solution: Stim Pack, high number of Marine), but even if the solution has met, high-speed unit like Vulture can still be a problem (Solution: Lockdown/Ensnare/Maelstrom)
=> Require to Hold-Position for them to stop moving around
Battlecruiser:
=> Yamato Gun (260 damage)
=> Can attack both ground and air units
=> Slow attack rate
<<>>
I've seen Zerg players use Guardian, Mutalisk, Hydralisk, and Lurker to attack, but DO NOT USE Sunken Colony. You can't stack with it, so it isn't worth using. Use any other attacking units I have listed.
Guardian: (That's what I'm using)
=> High damage
=> High range
=> Require Hold-Position for them to stop moving around
=> It's so big that even if they're hold-positioned, they'll still move around a bit if you group your Guardian
=> Can't attack air unit (USE MUTALISK)
Mutalisk:
Just like Goliath, after Jim Raynor's Vulture wave, immediately kill your own Guardian and start making Mutalisk. It's better than making unupgraded Hydralisk. People also make Mutalisk without making Guardian.
=> High Mobility, so don't Hold-Position it, let it chase after an enemy
=> Can attack both ground and air units
=> Low damage
=> Bad against high-shield-regeneration (you'll know what I mean later on) Protoss unit and high-speed unit
Hydralisk:
Just like Goliath/Mutalisk, after Jim Raynor's Vulture wave, immediately kill your own Lurker and start making Hydralisk. It's better than making unupgraded Mutalisk. People also make Hydralisk without making Lurker.
=> High rate of fire
=> Can attack both ground and air unit
=> Low damage, so high-speed unit like Vulture can still be a problem (Solution: Lockdown/Ensnare/Maelstrom)
=> Require Hold-Position for them to stop moving around
Lurker:
=> Can be stacked by burrowing on top of another burrowed Lurker
=> Can't attack air unit (Solution: USE HYDRALISK)
<<>>
I've seen Protoss players use stacked Phantom Cannon and Scout for attacking. DO NOT ANY OTHER UNIT, ESPECIALLY CARRIER. Dragoon can't stack and does lower damage than Phantom Cannon. Even if you upgrade weapon, might as well use the money on more Phantom Cannon. Archon and Dark Templar have very low range. Most importantly, DO NOT use Carrier. Carrier create glitch, which stops from starting another wave (you'll know if the countdown timer keeps resetting itself).
Phantom Cannon: (That's what I'm using)
=> Can be stacked
=> Can attack both ground and air unit
=> Stacking can be annoying to do
=> Weapon can't be upgraded
=> Should only have 10 Phantom Cannon per stack, too much will cause some Phantom Cannon NOT ATTACK (Solution: Just make another stack, duh)
Scout:
=> High Mobility (if upgraded), so don't Hold-Position it, let it chase after an enemy
=> High damage on air unit
=> Low damage on ground unit
=> Bad against high-speed unit
=====Things You Should Know=====
=> There are 32 stacked, unlimited-amount mineral patches at your base
=> Create anything (except Nuke) in one second
=> Every wave, enemy spawn at different end-point
=> After killing an enemy, countdown timer will start at 30 seconds, so that the players can prepare for the next wave
=> What makes that ONE enemy unit so hard is that it has high Shield/Hit Points, Plasma Shield Upgrade (if it's Protoss) and Armor
=> You can upgrade weapon up to like 255 level. Armor is free of charge and is only there for fun (your units are invinsible and can't be attacked)
=> You can't make some units
=> You can't use spell that automatically kill/mind-controlled an enemy like Spawn Broodling and Mind Control spells, and can't use some other spells too
=> All of your units are invinsible, so you can't damage anyone's unit
=> To kill your own unit, move to one of the sides of the map, above or below the enemy's spawn point
=> Banner is used to ban people out of the game, if someone is really annoying, otherwise, use the Banner in battle.
=> If you Lift-Up building that is attached to an Add-On, that Add-On will automatically be destroyed (Only Lift-Off if a unit is stucked)
=> Air enemy wave will start after Jim Raynor's Vulture wave (to help you remember this, think of "the second/return/revenge of the Vulture"), which is like wave 23
=> DO NOT make Carrier or it'll make glitch that stops from going to the next wave (you'll know if the countdown timer keeps resetting itself)
=====BATTLE STRATEGY=====
<<>>
(from wave 1 to Jim Raynor's Vulture wave)
=> DO NOT attack wave 1 Reaver, and I really mean DO NOT. I repeat, DO NOT attack that wave 1 Reaver. Only players closest to that Reaver's opposite side of the map from its spawn point can attack it. Many experienced players do not like players who don't do this. The reason being is that since it's the slowest unit, and it's the first wave, preparation is important. Destroying it too early will move on to the next wave and players need more money gathered and preparation for that wave. So if you're not on the opposite side of the map from its spawn point, use the time to make miners, make supplies, until the Reaver pass, start preparing attack force. Like I said, DO NOT attack that wave 1 Reaver!
=> Create attack force first, before making spellcasters. Make spellcasters after making some attacking units (that's like around wave 3)
=> For player 1 whose color red, take a Dropship/upgraded Overlord/Shuttle to pick up Banner on the top right corner of the map. Banner (Infested Kerrigan with Psi-Storm and Ensnare) is used for banning people out, but that won't happen often. Don't use Psi-Storm for Banner since Ensnare is much better choice to use.
=> Use up all of your supply until it reaches the limit of 200 (except Protoss that focus on Phantom Cannon)
=> If you have extra money and your supplies are full, upgrade weapon like crazy (unless you're Protoss, you can make more Phantom Cannon, or make like 1-3 dozens of Scout and upgrade air weapon)
=> Upgrading weapon is better than making more units. Make like few dozens of attacking units and then use the extra money to upgrade. The reason is that when you have a lot of units already, when upgrading, the extra attack bonus will add up more than the extra unit you make.
<<>>
=> After Jim Raynor's Vulture is destroyed, immediately make units that can attack air, if you're using ground-only-attacking units.
=> Move Arbiter near the end of the map opposite from Jim Raynor's Vulture spawn point, so that it can Statis Field as soon as Wraith spawn (the first air enemy). That way, it'll give more preparation to the players.
=> Ghost can't be used on Air-Unit Waves. Ensnare and Maelstrom should be used very carefully now.
=====Resourse Management=====
=> At the beginning of the game, make around 40 miners immediately and some supplies because you need a lot of mineral at the beginning of the game
=> Make around 40 miners per base because your Command Center/Hatchery/Nexus is so close to the mineral
=> Don't mine gas since you already have enough for the whole game
=> Don't make the number of each spellcaster over its limit (that means don't make more than 1 Ghost or more than 2 Science Vessel) or that extra unit will be destroyed, wasting your money
=> Armor upgrades are free, and they are there just for fun (all of your units are invinsible)
=> If there's an empty base (like if there are less than 6 players, or someone got banned), take over that base by making another Command Center/Hatchery and miners. Protoss shouldn't take over it since you should focus on Phantom Cannon, which you'll have extra money in your hand. Make Scouts if you have a lot of extra money.
=> Use Arbiter's Statis Field spell whenever's available (unless it's around wave 20), so that way, you can use the time for your miners to mine extra more mineral
=====THANK YOU FOR READING MY GUIDE=====
(Map Not Made By Me, Made By Other People)
This guide is really long, but there's so much things to explain. You can skip some things if you want, or just read the whole thing. If you're new to playing this map, I recommend you to read the whole guide. Enjoy! ;)
=====Note=====
I have uploaded this map, so if you want to download it, go search for it.
There is v1 for this map, but there's no point for playing it if there's v2 that's better. ;)
=====Features That V1 Doesn't Have=====
=> 32 stacked mineral; unlimited amount
=> Create anything (except Nuke) in one second
=> Air Units available
=> Stacking is available (the "stacking system" is on the top left of the map)
=====Basics=====
Your objective is to kill that one little unit before it reaches to the other side of the map. This may seem too easy and boring to you, but it's quite fun and challenging.
This is a multi-player map, where all human players are ally. However, it doesn't really require much teamwork to beat the game. That means if one player doesn't do well, then the game doesn't change as much as if he isn't playing. However, it does require more than 1 player to beat the game (and have fun). I recommend at least 4 players. Of course, 6 is the best.
You can pick any race you like: Terran, Zerg, or Protoss. Picking a race DOES affect the gameplay (which will be explained below).
=====Important Spellcasters To Use=====
<<
Terran is the most important/useful race in the game. This is more as a fact than an opinion, so you SHOULD have more Terran players than any other races, if you want to win (and have fun). The most important spellcasters for Terran are Ghost and Science Vessel.
Each player can only command 1 Ghost at all time. Making more than 1 Ghost will be a waste. Ghost most important features are Lockdown and Nuke. Lockdown (175 energy) stops a mechanical unit from moving for a long period of time, so it can take extra more damage. This should be used when an enemy move to an area where many units can attack it.
Nuke is not a must-use, but it's close enough. Nuke is mostly used when a unit just got lockdowned. Nuke does like 500 damage maximum, so it's quite useful to have it. Also, Nuke is the only unit/research that cannot be made in 1 second, so don't waste the last minute to get it.
Ghost should be placed in front of the attacking units, so that it can Lockdown a unit on the right time.
Each player can only command up to 2 Science Vessel (just get two of them). Science Vessel most important features are EMP and Irriate. EMP (100 energy) is a must use if you want to pass an Archon wave. It removes shield point from an enemy, but removing energy point will be a waste since it can't use spell on anyone, and Dark Archon's Feedback require its energy. Should only be used on Protoss energy. However, it can EMP your ally's energy point, so tell him to move his spell-caster first.
Irriate, like Nuke, is not must-use, but it's very useful. Irriate (100 energy) can only be used on organic unit, and lower its HP by (around) 250 points. This will make work a lot easier. However, don't use it on ground Zerg enemy; it'll be dead before it can reach half-way (if you play right).
One Science Vessel should be placed near the attacking units, so that it can EMP Protoss unit. The other one should be placed a bit away from the other Science Vessel, just to make sure it won't get EMPed by other Science Vessel.
<<
Zerg is probably the least important/useful race here. This doesn't mean it's must-not use, because Queen and Defiler have some use...
Up to 2 Queen can be controlled per player. Queen's only useful feature is its Ensnare. Ensnare (150 energy) slows down the enemy's movement for a period of time, and is useful if Lockdown and Maelstrom are not possible to be used. Slowing down gives more time attacking. Banner (Infested Kerrigan) can be used, but more Ensnare is better. Best used in the range where units can attack.
One Queen should be placed near attacking units and the other should be placed near another attacking units, since one Ensnare can take effect at a time.
Up to 2 Defiler can be controlled per player. Defiler's only useful feature is Plague. Plague (125 energy) is like Irriate, but affects all unit. The use of Plague is just the same as Irriate.
Each Defiler should be placed near each end of the map, so that Defiler can use Plague as soon as an enemy is spawned.
<<
Protoss is useful, but not as much as Terran. If there are 6 players, 1-3 players should be Protoss (best with 2). If there are 4-5 players, 1-2 players should be Protoss. Don't bother playing with less than 4 players. The most important spellcasters for Protoss are Dark Archon, and Arbiter.
Only 2 Dark Archon can be controlled per player. Dark Archon's most important features are Feedback and Maelstrom.
Feedback is used on spellcaster enemy, otherwise it'll be a waste. Feedback (100 energy) resets energy to 0, and the unit takes the same amount of damage as the unit's energy before it's feedbacked. When the spellcaster is spawned, it should have 200 energy (or 250) already, so use Feedback when you can.
Maelstrom can only be used on organic unit. Maelstrom (125 energy) stops an enemy from moving for several seconds, taking extra more damage. Like Lockdown, it should be used where most units can attack it.
Both Dark Archon should be placed near your stacked Phantom Cannon (will be explained later on) since it do the most damage, and after one Maelstrom wear off, use your other Dark Archon to Maelstrom again, if possible.
Only 1 Arbiter can be controlled per player. It is useful, but not a must-have for Protoss. Arbiter's only good use is Statis Field (200 energy), stopping an enemy from moving or get attacked for a long period of time. Extra time helps you regenerate energy to caste spells and get into position. Not much people use this spell, but you should use it.
Have an Arbiter placed one end of the map, so once a unit is spawned, you can use Statis Field so that everyone can use an extra time for preparation.
I have seen few people use High Templar for Psi-Storm, but enemy will always keep moving. Maybe you can use Psi-Storm (125 energy) if an enemy got lockdowned, ensnared, or maelstromed. Only 2 High Templar can be controlled per player.
Have one High Templar near your Dark Archon and the other near your ally's Ghost or Queen, since one Psi-Storm can take effect at a time, and does take most damage if an enemy stopped or slowed down.
_____
Do not forget to research spellcaster's +50 energy capacity upgrade!
=====Attacking Units=====
<<
I've seen players use Siege Tank the most, but some people also use Marine, Battlecruiser, and Wraith. I will give each unit advantages (PROS) and disadvantages (CONS).
Siege Tank [Siege Mode, duh]: (That's what I'm using)
=> High damage
=> High range
=> Easy to use
=> Slow attack rate(Solution: Lockdown/Ensnare/Maelstrom)
=> Slow transformation
=> Can't attack air unit (Solution: USE GOLIATH)
Goliath:
Right after Jim Raynor's Vulture wave, if you're using Siege Tank, destroy your own Siege Tank (by moving to the side of the map, above or below the enemy's spawn point), and then start making Goliath. Goliath not only is really good against air unit, but it keeps all tank upgrades.
=> High damage on air unit
=> High range (if upgraded)
=> Low damage on ground unit
=> Require to Hold-Position for them to stop moving around
Marine:
=> Low supply used
=> Stim Pack for faster attack rate
=> Can attack both ground and air unit
=> Inexpensive, so you can use extra money to upgrade
=> Low damage (Solution: Stim Pack, high number of Marine), but even if the solution has met, high-speed unit like Vulture can still be a problem (Solution: Lockdown/Ensnare/Maelstrom)
=> Require to Hold-Position for them to stop moving around
Battlecruiser:
=> Yamato Gun (260 damage)
=> Can attack both ground and air units
=> Slow attack rate
<<
I've seen Zerg players use Guardian, Mutalisk, Hydralisk, and Lurker to attack, but DO NOT USE Sunken Colony. You can't stack with it, so it isn't worth using. Use any other attacking units I have listed.
Guardian: (That's what I'm using)
=> High damage
=> High range
=> Require Hold-Position for them to stop moving around
=> It's so big that even if they're hold-positioned, they'll still move around a bit if you group your Guardian
=> Can't attack air unit (USE MUTALISK)
Mutalisk:
Just like Goliath, after Jim Raynor's Vulture wave, immediately kill your own Guardian and start making Mutalisk. It's better than making unupgraded Hydralisk. People also make Mutalisk without making Guardian.
=> High Mobility, so don't Hold-Position it, let it chase after an enemy
=> Can attack both ground and air units
=> Low damage
=> Bad against high-shield-regeneration (you'll know what I mean later on) Protoss unit and high-speed unit
Hydralisk:
Just like Goliath/Mutalisk, after Jim Raynor's Vulture wave, immediately kill your own Lurker and start making Hydralisk. It's better than making unupgraded Mutalisk. People also make Hydralisk without making Lurker.
=> High rate of fire
=> Can attack both ground and air unit
=> Low damage, so high-speed unit like Vulture can still be a problem (Solution: Lockdown/Ensnare/Maelstrom)
=> Require Hold-Position for them to stop moving around
Lurker:
=> Can be stacked by burrowing on top of another burrowed Lurker
=> Can't attack air unit (Solution: USE HYDRALISK)
<<
I've seen Protoss players use stacked Phantom Cannon and Scout for attacking. DO NOT ANY OTHER UNIT, ESPECIALLY CARRIER. Dragoon can't stack and does lower damage than Phantom Cannon. Even if you upgrade weapon, might as well use the money on more Phantom Cannon. Archon and Dark Templar have very low range. Most importantly, DO NOT use Carrier. Carrier create glitch, which stops from starting another wave (you'll know if the countdown timer keeps resetting itself).
Phantom Cannon: (That's what I'm using)
=> Can be stacked
=> Can attack both ground and air unit
=> Stacking can be annoying to do
=> Weapon can't be upgraded
=> Should only have 10 Phantom Cannon per stack, too much will cause some Phantom Cannon NOT ATTACK (Solution: Just make another stack, duh)
Scout:
=> High Mobility (if upgraded), so don't Hold-Position it, let it chase after an enemy
=> High damage on air unit
=> Low damage on ground unit
=> Bad against high-speed unit
=====Things You Should Know=====
=> There are 32 stacked, unlimited-amount mineral patches at your base
=> Create anything (except Nuke) in one second
=> Every wave, enemy spawn at different end-point
=> After killing an enemy, countdown timer will start at 30 seconds, so that the players can prepare for the next wave
=> What makes that ONE enemy unit so hard is that it has high Shield/Hit Points, Plasma Shield Upgrade (if it's Protoss) and Armor
=> You can upgrade weapon up to like 255 level. Armor is free of charge and is only there for fun (your units are invinsible and can't be attacked)
=> You can't make some units
=> You can't use spell that automatically kill/mind-controlled an enemy like Spawn Broodling and Mind Control spells, and can't use some other spells too
=> All of your units are invinsible, so you can't damage anyone's unit
=> To kill your own unit, move to one of the sides of the map, above or below the enemy's spawn point
=> Banner is used to ban people out of the game, if someone is really annoying, otherwise, use the Banner in battle.
=> If you Lift-Up building that is attached to an Add-On, that Add-On will automatically be destroyed (Only Lift-Off if a unit is stucked)
=> Air enemy wave will start after Jim Raynor's Vulture wave (to help you remember this, think of "the second/return/revenge of the Vulture"), which is like wave 23
=> DO NOT make Carrier or it'll make glitch that stops from going to the next wave (you'll know if the countdown timer keeps resetting itself)
=====BATTLE STRATEGY=====
<<
(from wave 1 to Jim Raynor's Vulture wave)
=> DO NOT attack wave 1 Reaver, and I really mean DO NOT. I repeat, DO NOT attack that wave 1 Reaver. Only players closest to that Reaver's opposite side of the map from its spawn point can attack it. Many experienced players do not like players who don't do this. The reason being is that since it's the slowest unit, and it's the first wave, preparation is important. Destroying it too early will move on to the next wave and players need more money gathered and preparation for that wave. So if you're not on the opposite side of the map from its spawn point, use the time to make miners, make supplies, until the Reaver pass, start preparing attack force. Like I said, DO NOT attack that wave 1 Reaver!
=> Create attack force first, before making spellcasters. Make spellcasters after making some attacking units (that's like around wave 3)
=> For player 1 whose color red, take a Dropship/upgraded Overlord/Shuttle to pick up Banner on the top right corner of the map. Banner (Infested Kerrigan with Psi-Storm and Ensnare) is used for banning people out, but that won't happen often. Don't use Psi-Storm for Banner since Ensnare is much better choice to use.
=> Use up all of your supply until it reaches the limit of 200 (except Protoss that focus on Phantom Cannon)
=> If you have extra money and your supplies are full, upgrade weapon like crazy (unless you're Protoss, you can make more Phantom Cannon, or make like 1-3 dozens of Scout and upgrade air weapon)
=> Upgrading weapon is better than making more units. Make like few dozens of attacking units and then use the extra money to upgrade. The reason is that when you have a lot of units already, when upgrading, the extra attack bonus will add up more than the extra unit you make.
<<
=> After Jim Raynor's Vulture is destroyed, immediately make units that can attack air, if you're using ground-only-attacking units.
=> Move Arbiter near the end of the map opposite from Jim Raynor's Vulture spawn point, so that it can Statis Field as soon as Wraith spawn (the first air enemy). That way, it'll give more preparation to the players.
=> Ghost can't be used on Air-Unit Waves. Ensnare and Maelstrom should be used very carefully now.
=====Resourse Management=====
=> At the beginning of the game, make around 40 miners immediately and some supplies because you need a lot of mineral at the beginning of the game
=> Make around 40 miners per base because your Command Center/Hatchery/Nexus is so close to the mineral
=> Don't mine gas since you already have enough for the whole game
=> Don't make the number of each spellcaster over its limit (that means don't make more than 1 Ghost or more than 2 Science Vessel) or that extra unit will be destroyed, wasting your money
=> Armor upgrades are free, and they are there just for fun (all of your units are invinsible)
=> If there's an empty base (like if there are less than 6 players, or someone got banned), take over that base by making another Command Center/Hatchery and miners. Protoss shouldn't take over it since you should focus on Phantom Cannon, which you'll have extra money in your hand. Make Scouts if you have a lot of extra money.
=> Use Arbiter's Statis Field spell whenever's available (unless it's around wave 20), so that way, you can use the time for your miners to mine extra more mineral
=====THANK YOU FOR READING MY GUIDE=====
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| 1, DarthRaider666 | |||||||
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Comment please! Sorry that it's too long. Skip some things. And High Templar's Psi Storm cost 125 energy. Sorry. |
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| 2, ryuugaki | |||||||
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The spell is called "irradiate". Also, change the comment about Terrans being the most useful race in "the game" to "this game". Also, is Spawn Broodling disabled for this map? If it can be used and you left it out, that's a huge thing to leave out. |
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| 3, Guardian54 | |||||||
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Invincible is spelled as I write it, there's so many invinsibles that I accidentally thought they were all invisible | ||||||
| 4, jboothw0 | |||||||
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my only question is WTF is a " Phantom Cannon"? and you're wrong, you can stack sunken colonies, you hotkey ONE drone at a time shut the lights off and then build the creep colony, the nupgrade it, the ndo the 2nd one. yes it takes a long time and patience but it can be done, most people dont think of hotkeying ONE uint. sry about the bad spelling. And they took out Spawn Broodling because it kills the 1 uint you are trying to stop in one hit, thus making the game way easier than it is. Over all i thought it was good |
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| 5, jello12 | |||||||
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pretty much stating the obvious. AVG |
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