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If you are going for a very early rush, you might be able to go fast enough to destroy the Barracks along with any other structures that are in construction. But, this would take extreme precision and speed. If you could destroy the Barracks before they are made, or when they are the only thing, it could decide the entire game. No Barracks means no basic ...


1

As previously mentioned, add-ons are more valuable than you think. Taking out a reactor halves production, and re-making a reactor puts the building out of commission for longer than one cycle of marines. Delaying a critical upgrade like stim or combat shield is also good. Another option is to kill mules, or to kill refineries. Both of those do set back ...


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nonononono. You send in a bunch of spawns as tanks, the AI auto acquires them (since you are only playing vs AI in campaign at this point), and your army is then invincible from there on out as you kill more and more and get more spawns/tanks in an endless cycle till the enemy is dead.


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I can't believe no one has said it: early mothership core. Photon overcharge does awesome against marines.


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The easiest dump of chrono is to build your army up. Warp in on all your gates, then chrono all your gates, then warp in on all your gates again. Also a good mineral / gas dump.


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With the note of only focusing on the early game, you say that add-ons are quickly and cheaply replaced, but in fact they are costing a lot more than you think. If you kill one while they are researching Stimpack, Concussive shells, or Combat shields it sets them back that much further in the research of that technology making their army weaker for a ...


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If you are already saturated, when in doubt, chronoboost your upgrades for an earlier advantage. However, many players waste a ton of extra chronoboost mana - if you are saturated and piling up minerals/gas, don't be afraid to chrono all your production buildings, including gateways, and pump out an extra round or two to soak up your cash. Also, add more ...


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The optimal "efficient" amount is 2 harvesters per mineral patch, and 3 per gas. Someone did some testing, and the third harvester per patch does a little bit of waiting, so you would be better off sending that third harvester to another base, rather than just pile him up on an existing one, although if you are still trying to secure an expansion a little ...


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This approach should work for any game: Download AutoHotKey Right click on the desktop or on a folder and choose New > AutoHotKey Script Right click the script and choose Edit Script Paste this at the end of the file: #IfWinActive ahk_class Notepad Lwin::return Rwin::return #IfWinActive This will suppress the start key when Notepad is open. Now we ...


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Formation move is a feature of air units. I'm not sure there is a formation move for ground units in Starcraft 2. You can test this technique with ground units and see if it applies. Take, for example, magic box mutas: ...


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To defend cannon rush on natural, you must scout for probe trying to build a pylon on natural. Generally, to hatch first, you should build an overlord on 9 supply and send it scout your natural and all near blind points. Keep the overlord on natural and watch the minimap for any nearby natural activity. If you spot the building pylon , send a couple of ...



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