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Resources Before you can successfully wage war in StarCraft II, you'll need to collect raw materials from the battlefield to research technology, build structures, and construct units. There are two types of resources: minerals and vespene gas. Efficiently collecting these resources is the first and most important step in building an army and winning the match. Mineral Deposits Minerals are the primary resource in StarCraft II; they're used by all three races to build units and structures. Each location on the map suitable for a base has a mineral field, made up of individual mineral clusters. Each race requires specialized worker units to harvest minerals from a mineral field: terran SCVs (and later, MULEs), zerg drones, and protoss probes. To harvest minerals, these units travel to the mineral field, spend some time gathering at a mineral cluster, and return to base with a load of minerals. Workers continue this process to provide a steady stream of minerals (which increase the counter on the upper right) until all of the minerals at a base are depleted. Minerals found in a typical mineral field are blue, and workers harvest 5 minerals per trip from these clusters. High-Yield Minerals Some mineral patches contain special rich minerals, which can be easily identified by their distinctive yellow or gold hue. Rich mineral clusters provide 7 minerals per trip, instead of 5 minerals as normal mineral fields do. These rich clusters contain the same total amount of minerals as normal mineral clusters do, but workers mine them faster--increasing your mineral yield. Since more income means a bigger and stronger army, rich mineral fields are highly desirable. Beware that rich mineral clusters can be risky to take, since they tend to be placed in locations which are hard to defend and more exposed to attack. Gathering Minerals At the start of the game, you can select the workers available to you and direct them to harvest minerals by right- clicking a mineral field. Workers will automatically arrange themselves to harvest from 'unoccupied' mineral clusters; if no free mineral clusters are available, workers will get in line behind one of the occupied clusters and wait their turn. Each mineral cluster can only be mined by one worker at a time, but it’s still possible to mine minerals faster if more workers are present. Of course, there's a point where mineral clusters can become ‘saturated’ with workers, and minerals cannot be mined faster even if more workers are present. Saturation is typically reached when three workers are harvesting each mineral cluster or vespene gas geyser (though this can change if a base is located further away from available resources). Each mineral cluster represents a specific quantity of minerals. After those minerals are gone, the cluster is depleted, and it will disappear from the map. A notification message will play when the last cluster in a mineral field has been mined out. It's wise to move workers from a field that is being depleted to a new, fresh mineral field in order to maintain a steady income. Placing New Bases The first base for each match is automatically placed, but when the time comes to expand to a new location, it’s always

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Page 1: Starcraft in Ho

ResourcesBefore you can successfully wage war in StarCraft II, you'll need to collect raw materials from the battlefield to research technology, build structures, and construct units. There are two types of resources: minerals and vespene gas. Efficientlycollecting these resources is the first and most important step in building an army and winning the match.

Mineral DepositsMinerals are the primary resource in StarCraft II; they're used by all three races to build units and structures. Each location on the map suitable for a base has a mineral field, made up of individual mineral clusters. Each race requires specialized worker units to harvest minerals from a mineral field: terran SCVs (and later, MULEs), zerg drones, and protoss probes. To harvest minerals, these units travel to the mineral field, spend some time gathering at a mineral cluster, and return to base with a load of minerals. Workers continue this process to provide a steady stream of minerals (which increase the counter on the upper right) until all of the minerals at a base are depleted.Minerals found in a typical mineral field are blue, and workers harvest 5 minerals per trip from these clusters.

High-Yield Minerals Some mineral patches contain special rich minerals, which can be easily identified by their distinctive yellow or gold hue. Rich mineral clusters provide 7 minerals per trip, instead of 5 minerals as normal mineral fields do.These rich clusters contain the same total amount of minerals as normal mineral clusters do, but workers mine them faster--increasing your mineral yield. Since more income means a bigger and stronger army, rich mineral fields are highlydesirable. Beware that rich mineral clusters can be risky to take, since they tend to be placed in locations which are hardto defend and more exposed to attack.

Gathering MineralsAt the start of the game, you can select the workers available to you and direct them to harvest minerals by right-clicking a mineral field. Workers will automatically arrange themselves to harvest from 'unoccupied' mineral clusters; if nofree mineral clusters are available, workers will get in line behind one of the occupied clusters and wait their turn. Each mineral cluster can only be mined by one worker at a time, but it’s still possible to mine minerals faster if more workers are present. Of course, there's a point where mineral clusters can become ‘saturated’ with workers, and minerals cannot be mined faster even if more workers are present. Saturation is typically reached when three workers are harvesting each mineral cluster or vespene gas geyser (though this can change if a base is located further away from available resources).

Each mineral cluster represents a specific quantity of minerals. After those minerals are gone, the cluster is depleted, and it will disappear from the map. A notification message will play when the last cluster in a mineral field has been mined out. It's wise to move workers from a field that is being depleted to a new, fresh mineral field in order to maintaina steady income.

Placing New BasesThe first base for each match is automatically placed, but when the time comes to expand to a new location, it’s always

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best to place a new Command Center, Hatchery or Nexus as close as possible to the new expansion’s mineral field. The farther that workers must travel to claim minerals, the longer they will take to return those resources, and the slower resource gathering occurs. While ideally new bases are placed as close to all resources as possible, because the rules forsaturation apply to both minerals and vespene gas, it is better to place a new base as close to minerals as possible if a choice has to be made. Even if workers aren’t as efficient when gathering gas, it’s cheaper to build an extra worker or two for one or two geysers than to build extra workers for each mineral cluster.

Vespene GeysersVespene gas has an unusually high potential energy rating, and, as such, is highly valued for use as a fuel in high-performance engines and reactors. The zerg have adapted themselves to use raw vespene as a source of nourishment todrive their greatly accelerated metabolisms, and even the protoss require vespene to work as a catalyst for their psi-driven machines. Geysers of this powerful green gas can be found on many planets along the Rim, and several space stations have been built over vespene-rich asteroid belts. To extract gas from an active geyser, terran players must build a refinery, protoss must warp in an assimilator, and zerg players must morph a drone into an extractor. Each individual geyser has a limited amount of gas within it. After a certain point, the geyser "collapses" and no more vespene can be refined from it. At this point, it’s a good idea to seek fresh geysers to ensure that you have enough fuel to maintain your army.When a geyser collapses, you’ll hear it collapse and receive the message: "Geyser has been depleted." If you don’t find anew geyser quickly, you'll soon run out of this precious resource. To limit the impact on your economy, select all of the workers that used to mine the now-collapsed geyser, and move them to a new geyser. If the new gas geyser is as close as possible to your headquarters, you won’t need more than three workers collecting gas from that location - any additional workers will be ineffective. If the geyser is further away, you may need an additional worker or two to collect gas at the fastest speed. If you see more than one worker queued up waiting for the geyser to be free, you know you have too many mining it. There are two geysers at each starting base.Gas is by far the most coveted resource in StarCraft II – it is used for upgrades and to build all higher-tier units and buildings. Ideally, you should claim multiple gas geysers - it's common to need 4+ geysers to properly power a high-techwar machine. After getting two geysers, consider getting a third and fourth at the nearest expansion if you're relying heavily on gas-driven units or upgrades.To see how much gas is left in a geyser, select it or the Refinery (Assimilator, Extractor), then look at the status display. Anumber will indicate how much gas is left. A depleted mine will simply read "0".

Harassing EconomyAttacking an opponent’s economy by disrupting gas and mineral gathering can spell the difference between victory and defeat. While gas is a valuable resource, it is generally not a wise idea to specifically attack enemy workers extracting gas (while refining gas, the worker disappears temporarily, and gas refineries are tough to destroy and cheap to rebuild).When harassing an opponent’s economy, it’s best to target workers mining minerals - there will be far more workers in that area, and they will be fully exposed while they're harvesting. If those workers flee from attacking units or are destroyed, they also stop harvesting minerals, disrupting your enemy's income.Static defenses such as terran Missile Turrets, protoss Photon Cannons, and zerg Spine Crawlers can help keep the mineral line (the workers gathering minerals from a mineral field) safe from attack. It’s best to keep in mind that only the protoss Photon Cannon can attack both air and ground targets. It's often necessary for terran and zerg players to keep other units nearby to defend against diverse types of attacks.

Ideal WorkersThe ideal amount of workers is 22 (16 + 6 on gas) to 30 (24 + 6 on gas). To find out how many workers you have, control-click on one of your workers, then count them.

Tips• 2-3 Workers per mineral patch.• 3 workers per gas geyser• The ideal amount of workers ranges between 22 (16 harvesting minerals + 6 harvesting gas) to 30 (24 harvesting

minerals + 6 harvesting gas).• Worker count can be determined by using ctrl+left click on one of the workers at a base, then counting the units in the

unit pane.• If two rows of units or fewer are displayed (<16) it means the base is not fully saturated.• If three rows of units or more are displayed (>24) it means that the base is fully saturated.• To see how many resources remain to be harvested from a vespene geyser or mineral cluster, click to highlight the

resource node on the map, then look at the status display. A number will indicate how much of that resource waits to be gathered.

• Always spend resources. It's better to have excess production buildings than it is to leave large numbers of resources sitting around un-spent.

• It’s a good idea to transfer some workers to a brand new expansion (unless the expansion is very far away).• Constantly producing workers ensures a steady income. As terran or protoss, it’s good to have one worker queued up at

all times, and to expand once a base’s mineral field begins to get saturated.

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• As zerg, it’s wise to find points in the game when it’s possible to spawn a large number of drones all at once without being at a disadvantage in army size.Understand and utilize each race's worker specifics:

• Zerg - The more buildings you make, the fewer drones you have. It’s important to replace these drones as they’re expended to construct buildings and ensure that income continues to grow.

• Terran - Queue commands (by holding the SHIFT key while issuing commands) to send SCVs back to mineral clusters after they complete construction on a building.

• Protoss - A single probe can start several buildings and get back to work instantly with command queues. Hold the ‘SHIFT’ key on the selected unit, and instruct it to build several structures - they'll queue up.

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EconomyUnit control, spell casting, and knowing your opponent’s plans and strategy are obviously extremely important to winninga game of StarCraft II. However, quite often, victory is determined by the amount of resources you harvest and mine, the high-level units you produce, or the upgrades you research.

Get your Economy GoingAt the beginning of a game, it’s important to get your economy rolling. This means training workers to collect minerals, gather gas, and build buildings. It is a good idea to continually train workers from the moment your game starts, and stop training them once you have enough to accomplish your goals. You will find that simply maintaining constant worker production will have an incredible effect on your income.To gather resources at maximum efficiency, you should have at least 2 workers for every mineral patch in your base, and3 workers for each vespene geyser. Most maps have 8 mineral patches and 2 vespene geysers per starting area, so creating at least 22 workers per base is generally a sound plan.Managing your economy is a crucial part of StarCraft II - all the strategy in the world won't help you win if you don't have the resources to back it up!

Keep your Economy GoingTo sustain your economy, you’ll want to build expansions to your main base. Expansions contain additional mineral patches and vespene geysers – they provide an opportunity to continue gathering resources after the minerals and gas in your main base run out. It’s a good idea to begin expanding before this happens, of course - you don’t want to find yourself in a situation where you have to look for another expansion and are not currently mining, as your resources will cease to grow.

Keep Your Resources SpentTry to avoid saving up too many minerals or too much vespene gas. Games of StarCraft II aren’t won by accumulating wealth, but by crushing your enemy. If you find you have an overwhelming amount of minerals or vespene gas, it’s in your best interest to spend it on more units, unit-producing buildings, or upgrades.

If you have spare resources in a team game, ask your teammates if they need any resources, and distribute them! Though you’ll want to save for critical expenditures at the right time, it’s important to remember that money in your bank is not affecting the battlefield. It can be agonizing to lose a game when you have more resources than your opponent, but aren’t using them fast enough to win.

Long Distance MiningOccasionally, you’ll run into a situation where the minerals at your main base are exhausted and you don't have enough minerals to build another headquarters at another resource spot. What you can do is send your workers to the nearest mineral cluster and have them return the resources to your base (aka ‘long distance mining’). Once you have enough minerals, you can build another headquarters.

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SupplySupply CapIn StarCraft II, the maximum 'supply cap' - a number that dictates how many units you can have active at once - is 200, regardless of the race you play. Your headquarters building (command center, nexus, or hatchery) provides a small amount of supply. In addition, each race has a special building or unit that can be built to increase your current supply cap in regular increments. The terran race builds supply depots; the protoss build pylons, and the zerg build overlords. Try to never forget to increase your supply cap by building or morphing these units and structures. Forgetting to get them out on time (aka ‘getting supply capped’) can often put you at a disadvantage. For terran and protoss players, no matter how many buildings or units you create, you cannot exceed 200 supply. If Zerg constructs buildings with their drones, produces units with the supply that was freed up, and then cancels the buildings, then they can have more than 200 supply.

Freeing Up Supply SpaceSometimes, you'll run into a situation where you need to quickly build specific combat units, but you do not have the supply to do so. In desperate situations, kill some workers or the most useless unit you can find to free up supply for units that would better address your current predicament. While this may seem an extreme solution to lack of supply, it can help out in dire situations. Terran players can solve this problem by using the ‘Calldown: Extra Supplies’ ability (available at the orbital command) on an existing supply depot.

Destroying Enemy SupplyIf you destroy your enemy’s supply units or structures, they have to generate more supply before they can build more units. Even if you have a bunch of bases, unit-producing buildings, and resources, you cannot build combat units if you lose the supply buildings in your main base.

It's easiest to kill zerg supply units - air units such as vikings can efficiently slay overlords

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WorkersAll three races have a worker unit: terrans use SCVs, protoss use probes, and the zerg use drones. Workers are crucial tothe game - they gather resources to build combat units and buildings. When a player is cut off from his/her workers, theability to create more workers, and a resource spot, their game is typically over - so target enemy workers! To utilize your workers to their utmost effect, consider the following suggestions and strategies:

• Protect your workers! If a player's workers can no longer gather resources, their economy will flounder, usually resulting in a game loss.

• Early in the game, send a worker over to your enemy's base to see what they are doing.• Offensive Building: build a unit-producing building in the middle of the map or hidden near an enemy base (aka 'proxy').

This can allow you to get troops to the enemy base quickly.• More Offensive Building: protoss can sneak a probe into an enemy base and build photon cannons; terrans can do the

same with bunkers. In some situations, zerg players can build a hidden hatchery and use it as a beachhead to siege an enemy base. Overlords with the ‘Generate Creep’ ability (available with the lair structure) can also create a space to buildand burrow spine crawlers. Against other zerg opponents, zerg players can even use their enemy’s creep to build their own spine crawlers.

• Hide workers when you're about to lose a base. It's possible to use them to build a new base elsewhere - and even rebuild and win the game!

• Workers can fight if desperately needed - or if you're attempting to stage a quick assault with early-game units - but, otherwise, you should run them away from battle as fast as you can.

Ideal WorkersThe ideal amount of workers is 22 (16 + 6 on gas) to 30 (24 + 6 on gas). To find out how many workers you have, hold control, and click the left mouse button on one of your workers, then count your total.

Return to Work After you have fought off an attack on your workers, don't forget to get them back to work. It's especially important to return the workers to gathering gas. If you have lost workers, make sure to train more to replacethem.

Attack with workersIn rare situations, especially early in the game, workers can be used in combat to turn the tide of battle. Due to their lowcost, workers can also be useful to block enemy units from reaching your combat troops.

Worker HarassmentYour scouting workers can be used to harass your enemy. This requires a lot of control, but it can put the enemy behind and psyche them out to the point where they make a mistake, delay their building, or become demoralized or annoyed. You can place workers in the way to block your enemy from building new structures, take over enemy vespene gas geysers by building on them, and attack workers or buildings just to be annoying.

A probe prevents a barracks from being built.

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ScoutingThe ability to gather and effectively use information about the enemy is of the utmost importance. In strategy games, this is known as scouting. Practice it until it becomes second nature, for it will allow you to know where your opponent is, what is he doing, and how to respond to his tactics. If you know your enemy, you will be able to locate and destroy expansions, meet his armies with counter-forces, and even predict his next course of action. Through proper scouting, victory will be assured.Standard ScoutingIn 1 vs 1 matches, most players send out a worker to scout the map very early in the game. In team matches it is not uncommon to have one person send a scout while the rest of the team focuses on construction and unit production. Sometimes, however, every player sends out a worker to a different location in order to cover the map quickly. The sooner you find the enemy, the sooner you will be in the position to decide what the best course of action is.Keeping Tabs on Enemy Offensive BuildingUse your first scout (remember, scout early, scout often) to check for enemy workers or structures in the vicinity of your base. Be especially wary of protoss pylons and terran bunkers; don't let them set up shop.Watching the EnemyKeep tabs on the enemy's main base to see what units and structures they have. Also, watch those resource spots. You don't want the enemy expanding without your knowledge.Stopping many strategies is often as simple as catching the enemy while attempting them. Keep an eye out for anything out of the ordinary.Last but not least, familiarize yourself with the tech trees of all three races, even if you will only specialize in playing one of them. This way you'll know what to expect and how to properly counter it.Starving the Enemy, Denial of ExpansionsThe key to victory lies in securing resources for yourself and denying them to your enemies. More resources translates into more, and more expensive, units and upgrades. If you can prevent your enemy from expanding, he will not have the ability to sustain his production and you will eventually overpower him through effective unit usage.Many inexperienced players don't realize this and wonder why they lost. Usually, it is because their opponent mined more resources than they did. Have a look at the game stats, check the replay, find out what went south, and then get back into the fight.Using Structures as ScoutsYou can use structures to keep watch over certain areas, or use flying structures to explore the map.

The purple terran player built a supply depot to be able to watch the area.

Race ScoutingHere are the most common and effective scouts for each race.All

• Workers (scv, drone, probe)Terran

• Scanner Sweep (ability at the orbital command center)

• Banshee

• Reaper

• Hellion• Flying structures (barracks, factory, starport)

Protoss

• Observer

• Phoenix hallucination (cast by a sentry)Zerg

• Overlord

• Zerglings (great cheap scouts)

• Overseer• Changeling (overseer's 'Spawn Changeling' ability)

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• Creep tumor (spreading creep gives more vision of the map)• Burrowed units

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Base ExpansionsExpand Early or Deny ExpansionsTo expand means to build a main structure (command center, nexus or hatchery) on a new resource node in order to gather additional minerals and vespene gas. Your strategies should always include expansion plans and means to deny your opponent of resources. Pressure the enemy, seek his expansions aggressively and set up your own while he's busy scrambling to repel your troops.If you neglect expanding, you will not have enough resources to sustain your production or build the units you need. You'll want at least one expansion in most games—but the more you have, the better off you'll be.

Zerglings stand outside a base, preventing the enemy from expanding to it.

Where to Expand?Setting up an expansion requires a fair amount of strategy and thought regarding the psychology of your opponent(s). When choosing a location to expand to, try to select the safest option possible. Setting up in the resource node that is easiest for you to maintain and defend should be the main objective, but it may be beneficial to create a hidden expansion. If the enemy is good at scouting, however, he'll find your base no matter where you build it. It is in your bestinterest to consider carefully when and where to expand, as well as having a solid backup plan if things take a turn for the worst. After destroying an enemy expansion, sometimes it is a good idea to claim it for yourself. If your units are already assaulting the base, you'll have some standing forces in site to protect your assets.Sometimes, the last place the enemy will check for expansions are the resource spots right next to their base. Often theyassume you would never be so bold as to build in "their" territory. This can be a tactically sound move, especially if you push the advantage and turn that expansion into a forward outpost from which to deploy troops against your opponent'smain base. If you don't want to invest heavily in an expansion, this would be a losing proposition. You're better off expanding somewhere else.If your main base or expansion is destroyed, it can be beneficial to go back and rebuild in the same spot. Your opponents will often expect you to go find a new location to avoid further attacks and to take advantage of a fresh resource node. They are less likely to think you'll go back to the same place because they know you know they know about it. But, since you know that they know that you know that they know... there's a good chance they won't go back to check on an area that they've previously cleared.There are trade-offs for building close to your main base or far away. If you build at the closest resource node near your main base, you can deploy reinforcements quickly to protect it. On the other hand, your opponents will often expect you to build there, so it is more likely for them to attack. Building further away can provide you with a better chance of hiding until your new expansion is defended and fully functional, but you also run the risk of the enemy finding it early on by mistake or design, and being unable to protect it should it come under attack.

Hide your WorkerIf you've reached the location where you want to build your expansion, but are not ready to do so yet (usually due to lack of resources), hide any worker you may have sent to that location. When enemy players scout expansion spots, they often don't do a thorough search all the way around them, and can easily miss units in hiding. Zerg players can burrow drones until they are ready to proceed.

Defend your new BaseIf you build an expansion, protect it! Undefended expansions are easy marks for your enemies, and can represent a significant resource loss if destroyed.

Expansion DecoyThe majority of players build one expansion at a time, but you can try building two or more at once. If the enemy finds one, put up a big fight for it, acting like it is the only thing that keeps you afloat. Meanwhile, use your other expansions to build up and collect minerals and gas. If the enemy destroys this 'decoy' base, you will still have one or more expansions where resources are being gathered. The enemy may then focus on your main base, thinking that's all you have left.

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Zerg ExpansionsThe zerg typically expand more than other races. When fighting zerg players make sure you keep tabs on expansion spots.Don't Give your Expansion AwayDelay the enemy's discovery of your expansion for as long as possible. Do not give your opponent any reason to think you have another base. Try not to lead enemy units from your main base to your expansion, and intercept or divert any enemy air or ground units that might seek to compromise the secrecy of your operations. When a base's main building (command center, nexus, or hatchery) is destroyed, the workers gathering there will automatically head to the nearest remaining headquarters. The enemy will most likely know where your main base is located, but if he sees your workers heading in a different direction, he may suspect you have additional expansions. When your main building is about to be destroyed, select the workers, stop them, or send them in the opposite directionof your other bases in an attempt to mislead your opponent.

Scout for Enemy ExpansionsThe best defense is a good offense. Be aggressive, scout often, and check every expansion thoroughly. Even if you're completely certain that the game is won, or that the enemy is not playing well enough to be expanding, it's better to be safe than sorry.

A protoss observer is about to find a terran expansion.

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BuildingsPlacing Main Structures (command center / nexus / hatchery)Place your main structures as close as possible to mineral patches, and between vespene geysers.

*Structure Queuing (terran / protoss)* The zerg do not benefit from this, as their drones mutate into the structure themselves, rather than building it. Terran and protoss players can select more than one worker and assign them to different queues (this is more beneficial for terran than it is for protoss). You can still select multiple workers and shift-click buildings for zerg, such as if you’re building two evolution chambers at once.

1. Select a worker.2. Select the structure you want to build.3. If you want to build multiple structures of the selected type, hold down the Shift key.4. Left click on the location(s) where you want the worker to build.5. Release the Shift key.6. Repeat steps 1-5 for as many structure types as you want.

Rally PointsAll unit production structures have the ability to set Rally Points, which will dictate the location that the unit will travel to immediately after it is created. To set a Rally Point, click the Rally Point button (or left click on a structure and then right click the location you'd like your unit to go to). Generally, it is a good idea to place all your Rally Points in the same spot on a clear area so you can group your troops with ease. Aside from empty map locations, Rally Points can be set on different points of interest.Rally Points set on transports or terran bunkers will load the newly created units into them.Setting the Rally Point of your command center / nexus / hatchery on mineral patches or vespene geysers will automatically command new workers to begin gathering those resources. Be careful not to commit more than three workers to vespene gas.Rally Points can also be set on units to ensure that any new troops emerging from a building will group up around the designated unit. If a unit is rallied to another unit, but said unit dies, the rallied unit will continue to move towards the last spot the rally target occupied (this only occurs when a unit is created while the rally target is still alive). If the rally target dies before the unit exits the production structure, however, the new unit will not go anywhere. It will stay near the building awaiting further orders, as if there'd never been a rally point.

Creating New StructuresStructures under construction have no damage mitigation. Be careful, especially when using offensive building strategies (constructing bunkers, photon cannons, or other defensive structures) near an enemy.

Build In a Good SpotIf you build your structures too close to other structures or objects, newly created units may become stuck when they exit said structures. To prevent this, plan before you build or set rally points on the structures' unobstructed sides.

Group-Selecting StructuresYou can 'group-select' structures of the same type and issue commands such as setting Rally Points and training units. Itis possible, for example, to select a group of barracks and command them all to simultaneously produce a marine.

Offensive BuildingThe closer your production structures are to the enemy, the faster your troops will reach his base. If your barracks is located far away from your opponent's base, he'll be able to create quite a few units before you get the chance to engage in combat. For example, you can send a worker near their base, build a production structure, and attack with a group of newly created units soon after. You might even go so far as to build in the middle of the enemy base, but that'salways a risky proposition.If you see an opponent building production structures near your base, or in it, destroy them.

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A terran player lifts off two barracks and lands them inside a protoss base.

Structures and VisionIf you are playing as either the terran or the protoss, you can easily build your structures all over your base area to expand your field of vision. Zerg players can accomplish the same thing by spreading creep outside the confines of their base area. A larger field of vision can give you a few more seconds to spot an incoming “drop” on your mineral line, a scout peeking into your base, or an incoming sneak attack.

Additional Upgrade StructuresIf you want to research upgrades more quickly, build multiple structures that offer the same upgrade. Typically, each upgrade structure offers up to three levels of upgrades. If you have two, or even three, of these structures, you'll be able to research multiple upgrades simultaneously.

A zerg player builds two evolutionarychambers to research multiple upgrades.

A protoss player builds two forges and usesthe ‘chrono boost’ ability from the nexus on

both to speed the research process.

How much should I build?There is no hard and fast rule for how many production facilities you should have, but a good rule of thumb is that if youfind yourself unable to keep your resources low despite constantly producing workers, units, and upgrades (without queuing) you should probably build more. One key to any victory in StarCraft II is to keep spending your resources. Having more units, buildings, and upgrades than your opponent can help keep the game in your favor, so make sure youkeep up your production! If you see your resources getting too high you can always throw down a new production building. At worst it will sit there until you can afford to use it.

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AttackingInvasionlearn more at other article

CounterattackingLet's say you were just attacked, and you repelled your opponent's troops. That's great! Now, if you still have standing forces, this is the best time to retaliate. If you managed to completely destroy the opposing force, the upper hand is yours for the time being. The faster you make your move, the less time your opponent will have to recover. Send in a scout ahead of your main force to see if your opponent has a reserve army or lots of static defenses at his base. Also, becareful when fighting zerg or protoss because they can replenish their numbers in the blink of an eye, or they might have burrowed troops lying in wait.Sometimes your opponent will launch a massive attack on your base, one you know you can't repel with your current army. In such scenario, it could be a good idea to avoid their troops and attack their base instead. Your opponent may call off the attack and rush back to defend his base. If he does not, your army will be doing more damage this way than it would in a lopsided battle. There's always the possibility to outlast a foe and achieve victory if you manage to destroy their economy and you're able to maintain and defend an expansion (or two).

Map Control

• Map control involves vigilance and heavy firepower to keep the enemy in their base. Deny any expansion attempts and their resources will eventually dwindle. This will also allow you to expand in relative safety (watch out for drops and sneak attacks) while you build up your forces to deliver the killing blow. Map control can also mean controlling the vision of the map by holding Xel'naga watchtowers with zerglings, marines, hellions, or stalkers. The essence of map control is denying your opponent's vision around the map.

• You can build base defenses outside their base or set up a blockade with your army.

• Scouting is crucial to maintain control of the map. In the early stages of the match use workers, overlords, zerglings, marines or even zealots (though these are pricey to use as simple scouts) to keep watch on the map. Later on you'll have access to scanner sweeps, overseers, observers, and air units.

• Watch out for terran command centers flying out towards new resource spots. Check for nydus wormsign when fighting zerg, and be on the prowl for flying transports. Try to keep one unit in every expansion spot. You never know when a desperate opponent might try to go for all the marbles, but you want to know about it when he does.

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Wall-inIn StarCraft II, structures aren't just good for production. You can use them to create solid walls as part of a strategy known as "wall-in". Improvised walls (mostly used by terran and protoss) can prevent or repel early assaults and scouting attempts.Rather than simply relying on defensive structures, like bunkers or photon cannons, which enemy units often bypass or destroy quickly, walling in takes advantage of existing infrastructure to bolster your defenses and make it more difficult for your opponent to attack your main base.

How, When and Where to WallWalling is most often used to hinder ground units without long range attacks, like melee units and scouts, and to negate rush armies from getting to your workers.The best locations to wall-in are access points like chokepoints and ramps, where an opponent would need to send troops in order to effectively scout or attack.To ensure that your wall defense is optimal, it's important to consider a few factors:

• The size of the units you expect to be attacked with. "Holes" in your wall can be nonexistent, small enough to allow only tiny units like zealots and SCVs to pass through, or big enough for an ultralisk. If your units can pass through or fire around your wall, but some of your opponent's units cannot, you will have a notable advantage. Think about the units your opponent might send to your base, and how would you like to stop or corral them once they arrive.

• The terrain close to your wall. Ramps and cliff faces are indestructible and of a fixed size, making them essential bricks in your wall. Rocks and other destructible elements can change in size or be removed from the battlefield, providing an area for your opponent to break through. Make them walls solid, son.

• The structures that will constitute your wall. Ideally, you want structures with large amounts of HP (hitpoints), as they will be able to withstand more punishment. Defensive structures, like bunkers or photon cannons, are not very resilient, but they'll deal damage to attacking units—more so if you place them carefully to take full advantage of the protection offered by the wall. Structures with tactical advantages (supply depots, which can be raised and lowered to act as gates,and barracks that can be lifted off) are the standard in terran wall construction.

Structures are used to block the ramp up tothe base.

This base is built to block off the workers,forcing enemy players to walk all the wayaround to get to them. The pylons are also

blocked in which makes them less appealingtargets.

A bunker is used to block the ramp, and thestructures at the top block the way into the

base.

A protoss player built structures at the chokepoint to block access into his base.

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Choke PointsA choke point is an area of the map that is surrounded by impassable barriers. To go through a choke point, a group of units will funnel into a narrow opening, which will limit their mobility and make it harder for them to attack.Using choke points to your advantage is a very important tactic in StarCraft II. Defended choke points can prevent enemy units from reaching your base, protect vulnerable workers, or even allow you to take on a large force with a smallgroup of units. Ultimately, however, the location of the choke point dictates how effective this tactic will be. The top of a ramp is an ideal location to build, because you also have the advantage of higher ground. "Walling-in" revolves around artificially narrowing natural choke points (like ramps, for example) by using certain structures. Learn more about walling-in.Each race in StarCraft II employs choke points in different ways. Terran players can use bunkers, supply depots or a natural ramp to create highly defensible positions. Supply depots can also be lowered or raised to serve as gates. Let your troops in, keep the enemy out.Protoss players employ regular buildings, photon cannons, and the sentry's force field ability to block off access to their bases.Zerg players typically use their units and spine crawlers to protect their natural choke points. They can also use the burrow ability to set up ambushes, divide the enemy army (burrow in the ramp, let several marines pass through, and unburrow to prey on the tanks behind), and catch opponents off-guard.

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High GroundHigh ground adds a unique layer of strategy to StarCraft II. Experiment with different units at various terrain elevations, and you'll find that proper use of this terrain feature can yield great results.Your enemies cannot see or attack troops on higher ground unless they have a spotter to provide them vision of the elevated terrain. The only exceptions to this rule are air units or tall units like the colossus.

Terran vikings land and shoot from highground at a Zerg expansion.

With the vikings as backup, other terran unitscan push their way into the expansion.

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Map ElementsFog of WarThe Fog of War covers everything that is beyond the sight range of units or structures. On your map, you'll see dark areas and grayed-out areas. Dark areas have not yet been explored, while the grayed-out areas have (they simply are not within sight range of friendly units or structures). Although terrain and structures can be seen through grayed-out areas, enemy troop movements and newly built structures remain concealed.

The terran sensor tower can display units under the fog of war with a red exclamation mark.

RampsRamp control allows you to prevent enemy units from accessing an area (generally your main base), funneling them intoa narrow corridor that will also serve as a killzone. The enemy will not be able to attack your units from below unless they gain vision, one of the reasons the high ground is a tactically advantageous position.

Smoke or UndergrowthUnits inside obstructing terrain can't be seen by units or structures on the outside.

A protoss player places a pylon to watch thesmoke area.

A terran hides a barracks behind smoke afterlosing his main base.

A protoss player hides a pylon in the smoke,and then uses it to warp in units to attack the

enemy protoss base.

A terran player floats a factory over and startsbuilding hellions behind the smoke. Clever.

Xel'Naga TowersA Xel'Naga tower that is 'controlled' (by having a player's units adjacent to it) grants vision over a good chunk of the map. It is recommended to use cheap units, like workers, marines, or zerglings, to control the tower. However, if you seek to deny your opponent of the tower's benefits (or if you just have to have it), send in a detachment or troops and add a few defensive structures.

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A zergling uses the tower and undergrowth towatch for nearby enemy units.

Hellions use smoke and a Xel'Naga tower totheir advantage.

Destructible RocksOftentimes, you'll find rocks standing between you and a critical location like an expansion, or a backdoor into an enemy's base. Rocks usually require time (or a large army) to destroy. If your base has a backdoor sealed off by destructible rocks, make sure you place a structure or unit nearby to keep watch for impending sneak attacks.

A terran player uses a supply depot to keepwatch over the rocks.

A protoss player uses photon cannons toprotect the backdoor to their base.

A protoss player blasts through the backdoorof an enemy base. The enemy protoss player

placed a pylon to watch for such aneventuality.

Rich Mineral FieldsYellow mineral fields yield more resources than their blue counterparts, but you'll usually need to do something special toget to them: destroy rocks blocking the way, fly to an island, or set up shop in a very vulnerable location. [Learn more]

At the beginning of the game, a sneaky terranfloats their command center over to an area

with patches of rich minerals.

A zerg player sneaks an expansion at aresource spot with rich minerals.

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Air UnitsAir units are at the top of the tech tree and are typically very powerful in large numbers. "Massing air" is a common tactic, and a very dangerous one if you are caught unprepared. Through aggressive scouting and proper unit production (ground units with anti air capabilities, or even a fleet of your own), you should be able to achieve air superiority over your opponent. Also, be aware that some players hide their air unit production buildings in remote locations of the map; be very thorough in your scouting or you won't see them coming.

Air vs. Air UnitsSome units are designed for air superiority:

Terran: vikingProtoss: phoenixZerg: corruptor

Capital ShipsThese massive units are capable of withstanding gargantuan amounts of punishment, nigh unstoppable when upgraded and in large numbers. Perfect to break through base defenses, or to add another layer of firepower to your armies.

Terran: battlecruiser (Air/Ground)Protoss: carrier, mothership (limit one) (Air/Ground)Zerg: brood lord (Ground Only)

Zerg corruptors wait to attack

CombosIt's best to not to amass a single type of unit. Combine them with different types or add some ground units into the mix.

Terran: vikings + battlecruisers (add SCVs for repairs), raven for detectionProtoss: void rays + carriers, sometimes accompanied by phoenixes, add a mothership for cloaking, and anobserver for detectionZerg: corruptors + brood lords, sometimes accompanied by mutalisks, add an overseer for detection

A zerg attacks with corruptors and brood lords

Air CountersTerran: vikings, marines with medivac support, Thors, missile turrets, raven using seeker missiles,battlecruisers

Protoss: high templars (feedback against units that use energy), psionic storm, photon cannons, phoenixes,void rays, massed stalkers with blink (combine with warpgates)Zerg: massed mutalisks, corruptors, hydralisks, infestors (fungal growth, infested

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terrans)

Zerg air units try to escape from terran seeker missiles (they die to them).Bombing SurprisesEach race has an air unit that is capable of destroying structures quickly, or harassing the enemy. Race up the tech tree and try to surprise the enemy before they deploy any anti air defenses. To counter this, make sure you scout properly and build a few anti air defenses.

Terran: bansheeProtoss: void rays, phoenixes (graviton beam ability)Zerg: mutalisks

Cloaked terran banshees destroy a protossnexus.

Void rays attack a terran refinery.

Stay on high groundDifferent units have different attack range values. When fighting ground units, where applicable, use the range advantage and move over to high ground where the ground units can't reach, then bomb them from a distance. This works best with certain air units, like banshees, brood lords, or void rays.

Brood lords hide from hydralisks by using high ground to their advantage.

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Invasion

At some point, sooner rather than later, it will be necessary to invade an enemy base. Some players will quit when they know they can't win or when they lose their army, while other players will only quit when their base is severely damagedor has been reduced to rubble. In team games it is even more important to attack early and often, both to gain the upper hand and to prevent the enemy from attacking. You will need to clear up to four bases (on 4 vs. 4 matches), or upto seven (free for all games). This figure does not take expansions into account; happy razing.

Dangerous TerritoryWhile you storm an enemy base, your troops will be under fire from enemy forces and stationary defenses. More importantly, your opponent will be doing everything in his power to stop you by any means necessary. The following list contains some of the most common issues you'll be facing when you cross the threshold and bring war to the enemy's home turf.

Defender's AdvantageMore often than not, players attack an enemy base thinking they have superior numbers, but they don't take into account stationary defenses such as photon cannons, spine crawlers, and bunkers. Overconfidence and cockiness can bemore damaging to your forces than a herd of raging ultralisks.

Repairs Under FireWhen you try to destroy important structures (like planetary fortresses), terran players will use their SCVs to repair it while their army uses your forces as target practice. It's better to eliminate hostile enemy units first, then the workers, and finally the target structure. However, if your plan is to try to deal a crippling blow—and you can afford to lose your army in the battle—be sure to kill the SCVs before attempting to destroy the structure. Zerg players can use the queen's "transfusion" ability to heal structures and units. Conversely, if you are on the receiving end of an attack, repair!

Rebound and CounterattackMany games are lost because players stroll into the enemy base thinking they are going to win, but their entire army is wiped out in the attack. With no standing forces to defend their base from a counterattack, defeat is almost assured (unless their opponent reacts slowly or does not press the initiative at that point). While you cannot always avoid this scenario, you can reduce the amount of failed incursions through practice and experience.

Fresh Units Join the FrayThe defender can, and most certainly will, train new units to reinforce his troops throughout the assault. The attacker, onthe other hand, has to bring them from their base which is further away. You can minimize this by setting up a forward production camp near the enemy base (terran / protoss), or by using roads of creep or nydus worms (zerg) to expediently bring more units into battle.

Fully Armed and Operational Battle StationIf the enemy sees you coming, he can commence preparations before you show up. Telegraphing your movements can give your opponent enough time to have sufficient defenses in place to rip your army to shreds. That being said, the enemy may also try to build additional defensive structures during battle. Remain vigilant, for not destroying them may shift the course of battle in the defender's favor.

Don't Advance Uphill Against the EnemyEnemy forces stationed at the top of a ramp have the advantage, they cannot be attacked unless you have a spotter, and you will probably not be able to break through without suffering heavy losses. Avoid these engagements at all costs,fight on your terms, not your enemy's.

Tactical RetreatIf you are not sure your forces will prevail against the enemy, it is a good idea to pull back to a more favorable position like higher ground, a choke point, or even your base. Just make sure you have defenses in place, otherwise this can costyou the game. When engaging, try not to fight in range of your opponent's defensive structures, use open areas to your advantage, lay ambushes, be crafty. When retreating, be careful not to lose your entire army or significant portions thereof, sometimes it is better to stand and fight. Dealing damage to your enemy's forces is better than simply losing everything while trying to run away.

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Expansions are Prime TargetsThese satellite encampments, especially those built far away from the main base, generally have light or no defense and can be dispatched quickly. Read more about base expansions.

Learn when to Pull BackLast stands can be epic, but they're not very conducive to victory in StarCraft II. As battle conditions shift, the best course of action can be to simply back off and retreat. You should always be prepared to change your plans at a moment's notice. Perhaps you need to get out of the combat zone because your opponent is about to get reinforcements, maybe the assault is going to hell in a handbasket. Whichever the case, don't fight to the bitter end. Try to save as many units as you can and come back later with a vengeance (and bigger guns).

Size them Defenses Up, SonScout the enemy base to determine their standing forces and defenses. If it looks like a close fight, chances are you'll berouted because your opponent will have home field advantage. Switch tactics, hit targets of opportunity (undefended expansions, for example), attack from different angles, build up your army, create distractions; fight on your terms.

Avoid Enemy DefensesWhen attacking enemy bases or expansions try to lure the defenders out. Don't fight while in range of their defensive structures if you can help it. Also, avoid idling around the perimeter of the enemy base for prolonged periods of time. In your indecision, your opponent might start doing hit-and-run attacks at your rear lines, or trying to pull your army into his defensive structures if you're not careful.

Hit-and-RunGuerrilla warfare is a very effective way to distract your opponent and put a dent in his efforts. If the enemy has a superior force, whittle it down from afar, lay ambushes, divide his forces. Once you've equalized the battlefield, strike thekilling blow.

Long Range AttacksIf you have units capable of firing over long distances like colossi, carriers, brood lords, or siege tanks, set up in areas outside their base where you can deal damage to his structures or units (be sure to have a spotter or two handy). In doing this you might be able to break through your opponent's defenses and make way into his main base. Be aware that your opponent may send a unit to poke at your army in order to try and lure your forces into range of his own artillery fire or base defenses. You can use the Hold Position button to prevent this from happening.

Shot to the Heart ...If you take out all the workers in a base, you will deal a severe blow to your opponent's economy. However, if the headquarters remains standing (command center / nexus / hatchery) the enemy will have the opportunity to get the base back up and running. It is also very damaging to lose a headquarters that has been upgraded, particularly for zerg, as they will lose access to higher tech units. If you destroy all of your opponent's headquarters, the location of their structures will be revealed after a certain period of time.

Target Unfinished StructuresStructures under construction take additional damage. Always attack those first when storming an enemy base.

Prioritize the WorkersWhen you invade the enemy base, kill the workers to damage your opponent's economy. A good tactic is to set up a diversionary attack on one front while you sneak up a team to take out the workers. Even if you don't win the battle, theenemy's production capabilities will be slowed down, and he'll be forced to devote resources to rebuilding his workforce. Just make sure you can replace your losses quickly in case the enemy decides to show up at your door.

They can RunWhen players know their base is about to go down in flames, they will try to protect their workers at all costs for these are key to rebuilding at a safe spot. Don't let them. Disengage from your current target and block off their escape. This is especially important in tournament and free for all matches.

Cleaning up an Enemy BaseYou've successfully stormed the enemy's main base, and victory is within your grasp; or is it? While your troops are mopping up the remaining structures, send out scouts to every corner of the map in search for expansions. Be sure to destroy all the supply structures to limit your opponent's army size. This will hinder your enemy's efforts to rebuild and take the fight back to you. In team games it's more important to raze a few important structures, like the headquarters, and then move on to attack the next opponent. You can take care of clean up duty later.

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CloakingCloaked units become invisible to the enemy, and cannot be targeted or selected if there are no detectors in the vicinity. These units are ideal for scouting, sneak attacks, harassment, and disruption.The following units have the ability to cloak:

Protoss

• Observer

• Dark Templar

• Units under a mothership (even allied units)

Terran

• Banshee

• Ghost

Zerg• Burrowed units will be invisible to the enemy.•

It's important to note that cloaked units aren't truly invisible. If you suspect an opponent is sneaking around, have a closer look; you may spot a faint shimmer. Watching for said shimmers will enable you to locate cloaked units and, if youhave area of effect abilities at your disposal (psi storm, fungal growth, emp), you can strike the general area they might be skulking in. Even if you'll not be able to select them, you might still be able to cause damage to cloaked units this way. While that works in a pinch, it is better to have detection at the ready to take out cloaked units before they cause significant damage.

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DetectionDetectors are units, structures, or abilities capable of revealing cloaked or burrowed units. Note: You can still deal damage to these units through area of effect abilities like psionic storm, or by means of splash damage attacks.

Terran Detectors• Scanner Sweep (upgrade your command center to orbital command to gain this ability)• Missile turrets

• Ravens

• Ghosts (EMP Round ability, temporarily disables cloaking)

Protoss Detectors• Photon cannons

• Observers

Zerg Detectors

• Overseers (overlord unit upgrade)• Spore crawlers

• Infestors (Fungal growth ability, temporarily disables cloaking)

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Unit TypesHere are some of the unit types in StarCraft II:

Ground UnitsUnits that cannot fly or go over terrain.

• Examples: zealot, marine, zergling

Air Units

• other article

Transports

• other article

Cliff WalkersThese units are able to go up and down cliffs, which normally prevent the movement of ground units.

• Colossus

• Reaper

"Caster" Units

• Sentry

• High Templar

• Infestor

• Queen

• Ghost

• Raven

Cloaked Units

• other article

Detectors

• other article

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TransportsTransports are air units capable of carrying ground units.

Terran

• Medivac

Protoss

• Warp prism

Zerg

• Overlord

Bypass ObstaclesTransports can carry units quickly across obstacles. They can be used to sneak around defenses like protoss photon cannons, terran bunkers, or zerg spine crawlers, or to infiltrate the rear of a base or harry workers near a mineral line.

Travel to IslandsIslands are typically only accessible by transport (or by protoss warp gates, stalker blink, or zerg nydus worms). With a transport, you can bring an army to invade an island or send a worker to build an isolated expansion.

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Basic Unit ControlsMoveClicking on the Move command, then clicking on a target destination will send the unit you’ve selected to the designated area, ignoring all enemies along the way (even if it is attacked). The Move command should be used very carefully -- if you tell a group of units to move to a location, and enemy units ambush them, they will continue towards the destination rather than responding to the attack. This can quickly lead to a massive slaughter of your forces, if you’re notcareful. They will walk by towers, enemy units, or anything else that crosses their path. They will not stop unless they run into a physical barrier (water, trees, or other obstructing terrain) reach their destination, or are given another command.You should only use this command when you are certain that your enemy will not ambush your forces, or when you don't care if your forces take any damage from any enemy units they meet along the way. (for example, if you're trying to retreat your troops or move past enemy defenses to get to their resources).Note: right-clicking on an area (not a unit or a building) also issues the Move command.

StopClicking on the Stop command will stop all action for the unit you have selected, ignoring and canceling whatever command you’ve issued previously. Stop can be useful when you want to halt a group of moving ranged units (such as marines or stalkers) so that they open fire immediately. If you have a group of marines with Move orders, and they encounter an enemy squad, it's often faster to issue a Stop command than it is to order them to Attack an area, which can come in handy when your forces run into defensive structures or an ambush.

Hold PositionClicking on the Hold Position command, will cause the unit you have selected to stay put – it will not move to engage enemies in its sight range, even if it is being attacked by ranged fire, though it will attack targets of opportunity with its own ranged attacks. The danger of Hold Position is a simple one -- a single enemy unit with superior range can pick off your troops one by one.

Hold Position can be used to prevent your units from chasing enemy units (air units in particular can follow enemy units into disadvantageous positions). If your enemy baits your units with a single unit to draw them out of a fortified position, you may find that they follow of their own accord if you don’t rely on the Hold Position command.Hold position is especially useful when you’re besieging a base - if you’re slowly picking your way through a series of defenses one at a time, your enemy can bait your units to rush into a greater force or more automated defense – unless you stop them.

Hold Position vs. StopIf you don't want your units to chase enemy units that attack them, select Hold Position, not Stop. The Stop command ensures that your units will engage and chase enemies attacking them: if they are Holding Position, they will stand thereand suffer damage unless enemy units are in range, but they will not follow if the enemy retreats.

Attack and Attack-MoveYou must choose a target after clicking on the Attack command. If you select an enemy unit, your unit will move towardsand attack the targeted enemy until it or the enemy dies (or until you issue another command). If you target a location, your unit will move to that destination, attacking any enemy units along the way. When ordering a unit to attack, it is up to you to make sure your forces reach their destination. You will find that picking good "waypoints" and careful control will aid you in this task.

If you select Attack and click on an area, rather than a unit, the forces will "Attack-Move" to the area you clicked on, automatically engaging any enemy units or buildings that come into their range on the way to their destination. They willnot react to any units that they are unable to attack.

Attack-Move is by far the safest way to move units from one location to another. If you use the Move command instead, your forces might walk through an enemy ambush, and instead of returning fire, they will continue on while they are being attacked.

Right-Clicking on an enemy unit is the same as selecting the Attack command and clicking on the unit. If, however, you miss the intended target and click on the ground rather instead, you will end up issuing a Move command.

Try to use Attack-Move (via clicking on the surrounding area) rather than targeting an enemy unit, unless you absolutely intend to kill the targeted unit at any cost. When you select a group of units and tell them to attack an enemy unit some distance away, all the units you’ve ordered to attack it will stop moving when the enemy unit is killed. Since you won't receive any warning that they've lost their target, you might not realize that your reinforcements are still sitting halfway

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across the battlefield.

PatrolClicking on the Patrol command and designating a target location on the map orders the selected unit to move back and forth between the destination and its current position, attacking any hostile creatures that it detects. Units with active Autocast abilities will use them appropriately while on Patrol.

A unit on Patrol will effectively perform an Attack-Move between its location and the point that you tell it to Patrol to. Just like a normal Attack-Move, the unit will automatically engage any enemy troops that it encounters, unless it has no way to attack them (for example, an immortal encountering an air unit).

Once a patrolling unit encounters an enemy, the patroller will attempt to destroy it, pursuing if necessary. The patroller will resume its normal Patrol route once it has dealt with the enemy unless it finds other targets to attack along the way.

Use Patrol with your air units to watch over mineral clusters and vespene geysers, and ensure the enemy does not build on them. Use the Patrol command when you want your units to return to their path after battle or to watch small choke points.

You can place workers on patrol with the repair command active (on ‘autocast’). This will cause them to auto-acquire buildings that need repair and patch up a large area of buildings that are regularly under attack.

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Special ControlHot keysEvery unit command has a hotkey (or keyboard shortcut) associated with it. Holding the cursor over any unit command button will display the name of the command and the associated hotkey, the single letter that appears in brackets after the command name. Using hot keys for special abilities, attacking, and construction can save a lot of time – it’s much faster than clicking on buttons.

Selecting Multiple UnitsIn addition to dragging a box around multiple units to select more than one unit, you can select multiple units of the same type by holding the Ctrl key and left-clicking on one unit. If you double-click on a single unit, all other units of the same type on your screen will be selected.

Adding Units to a GroupTo add new units to a group of selected units, hold down the Shift key and left-click on the desired unit while you have your group selected. The unit will then be added to your group. To drop a unit from a group, select your group, then press Shift and left-click on the unit.

Idle WorkersThe number of your idle workers (workers not gathering resources, building or moving) is displayed as an icon in the lower left-hand side of the main view screen, above the minimap. Clicking this icon (or pressing the F1 key) will automatically select and cycle through your idle workers. To remove the icon, give those workers commands to harvest or build.

You can hit Control and F1 to select all of idle workers.

Cycling Through Multiple HeadquartersIf you have built more than one headquarters structure (such as a command center, nexus, or hatchery), you can quicklycycle between them by pressing the Backspace key. Each instance of Backspace will center your view on a building.

Last TransmissionWhenever you hear a unit transmission, such as "We're under attack!" or "Building complete," etc., you can press the Space Bar to center the screen on the location of the last transmission. This can comes in very handy in the case of a unit being completed.Pressing the Space Bar multiple times will cycle through a history of unit transmissions for up to 8 transmissions. This can allow you to reach an older unit transmission that you may have missed.

Control GroupsManaging an army in the thick of battle can be a challenging endeavor. In a particularly large skirmish, it can be difficult to find your troops and select them with the mouse. To better manage your armies, you can organize them into command groups. Once you have formed a group, you can assign it to a number by pressing Ctrl plus a number key from 0 to 9. Pressing the number key twice in quick succession centers your view on the group you’ve assigned to it.Careful use of control groups can be vital to managing your forces in the heat of battle and responding swiftly to unexpected attacks.By assigning your command center, nexus, or hatchery to a control group, you can quickly center on your base by pressing the group key twice. It also allows you to quickly select the building and begin training a new worker.Terran players who have assigned all of their orbital commands to the same control group can pick one of their bases and call in all of their MULES to appear and work at a single location. Or, they can fire off several scanner sweeps in rapid succession.Protoss players who have assigned all of their nexuses to a control group can use the chrono boost ability whenever they want with the combined energy pool of multiple nexuses to a key.Zerg players who have assigned all of their hatcheries to a control group can build units and rally them to a single location despite having hatcheries all over the map.

• You can also use control groups to assign groups of the same buildings.

• For example, you can assign all of your unit-producing buildings (such as barracks, factories and starports) to a control group, enabling you to switch between all of the same building types in the control group by pressing the Tab key. You can also quickly set the rally point of these grouped buildings to the same spot.If you add unit-producing buildings to a control group with your units, right-clicking to attack will reset the buildings’ rallypoint to the location of your current army.

• Another trick you can do is add your unit producing buildings together with your army. Then whenever you right click to attack it sets the rally point to your army's current location. You can still use tab to get to the unit producing buildings to

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create new units but it will take longer with the units in the same group.• You can add units to a control group by selecting them and hitting Shift and the number of the group you want to

assign this unit to. So if you want to add some barracks to Control Group 3, select them then hit Shift 3. You can also hit Control and click on a unit or building to select all of the same units or buildings on the screen. Then you can hit Shift to add them to a group.

• You cannot assign a group of defensive structures to a control group with other buildings.

Setting WaypointsStarCraft II allows you to guide units along using waypoints. Select units you’d like to move, hold down the Shift key, and then select Attack, clicking on each point on either the mini-map or main screen you want the units to travel to.

Setting waypoints can be very useful when scouting by air. If you select an air unit, and set a waypoint at each resource spot you want to visit, the unit will check them all in turn.

Queuing CommandsAssigning waypoints and queuing commands are similar. To queue commands, hold down the Shift button and issue commands to the unit, clicking on the mini-map or on the main screen to execute them. When you’re finished issuing commands, release the Shift key. Most commands (such as left-clicking, right-clicking, Stop, Attack, Hold Position, Move, Patrol, and Load/Unload) can be queued , but the number of commands you can queue is limited -- you will receive a message indicating when you have reached the limit.

For example, you might want to command a worker to build a structure, then gather minerals. To do so, hold down Shift,select the building you want to build, and click where you’d like to built it. Then, right-click on a mineral patch, and, finally, release shift. When the worker is done building, it will immediately start gathering minerals.

Health BarsYou can display the Health Bars of units and buildings on screen by holding down the Alt key. "[" can be used to display the Health Bars for only your (friendly) units and buildings, while "]" can be used to display the Health Bars for only enemy units and buildings (as well as hostile neutral units)Another option is to go into the options menu and select the option enable health bars to always appear. This avoids problems with hitting other keys near the Alt Key by mistake.

Zoom To zoom in your view and see the screen from a closer perspective, roll your mouse wheel forward. To pull back for a bird's eye view, roll your mouse wheel backward. You can also press the Page Up and Page Downkeys on your keyboard.

Rotate CameraHold down the Insert key to rotate your view 90 degrees to the left, or hold the Delete key to rotate your view 90 degrees to the right. Letting go of the key will return the view to its original position.

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The Big Picture on Macro and MicroIn our previous articles, In the Vernacular: Learning the Language of StarCraft (Part 1 and Part 2), we highlighted a small portion of the vocabulary that makes up the lingo StarCraft players use to discuss the game. Two of these terms, micro and macro, are among the most used yet they remain mysterious to many newer players. Your ability to execute macro and micro within a match can be the difference between a crushing defeat and a glorious victory on the battlefields of the Koprulu sector.

Let’s take a look at the broader definition of macro:

• Macro - Short for macromanagement.

• Macromanagement - A strategy that focuses on the "big picture" and typically refers to the simultaneous supervision of structure production, mineral/gas/supply counts, and general unit position.

In a previous discussion, The Price of Victory: Managing Resources, we asked for your advice on how to manage resources as part of the larger strategy and saw a lot of great discussion. Understanding the in-game economy, such as the true costs of production, in resources and time, all falls into the "big picture" that macromanagement covers. Add in core knowledge of what resources or defensible positions each map offers, and you begin to see how having a solid grasp of that big picture can be vital.

Let’s take a look at the broader definition of micro:

• Micro - Short for micromanagement.

• Micromanagement - A strategy that focuses on the skillful manipulation of individual or groups of units on the battlefield

• to successfully attack and defend against opposing forces.There’s more to each match than the big picture, and any veteran player can tell you that without a solid grasp of micro,you're throwing units and resources away. Understanding unit positions, counters, and individual unit abilities can turn the tide in any skirmish.Combine the macromanagement and the micromanagement needed to secure victory against a strong opponent and it begins to look like a tall order. Given time, practice, and a little advice from peers, what seemed like a daunting challenge can be whittled down to size and what seemed like an impossible balancing act can become second nature.As a part of our ongoing discussions on player strategies, we wanted to ask you for your best advice for managing macro and micro. What tips can you share to help keep it all under control?

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Unit ControlKnowledge of unit commands isn’t enough to win - you need to use them skillfully to control your units. Listed below aresome basic tips for unit control.

Learn to ”stutter step”/”kite”To use ranged units effectively, you need to hit and run. If your opponent charges your ranged units with melee units, run away, stop and fire, then repeat this process until the enemy units are dead. Often, your opponent will give up the chase, at which point you can fire from range without taking any damage.

Macro vs. Microanother article

Hit-and-Run AttacksLearning how to hit-and-run (attack quickly, then back off, regardless of whether or not your objective is destroyed), and how to deal with other players using this technique can significantly improve your game.First, don’t be afraid to run away when a battle turns against you. You can flee to defensive structures (like photon cannons, bunkers, spine crawlers, etc.), allied armies, or your reinforcements. You should always choose to run away over continuing to fight a battle that you are not going to win.Hit-and-run attacks can bait the enemy into traps (such as a line of defensive structures). If your enemy is outside your base and you have several cannons or turrets, you can send out one ranged unit, attack the enemy, and then retreat inside your base, causing them to give chase unless they’re using the Hold Position command.

The Run AroundWhen you tell a group of units to attack a single enemy, they will attempt to reach that enemy by moving towards it untilthey can get a clear shot. This can result in a lot of time spent wandering (with units’ paths becoming blocked by other units) rather than attacking. Try to limit the time your units spend not attacking enemies by using the Attack-Move command.

Focused Fire The more units you have attacking the same enemy, the quicker that enemy will be killed and allow you to focus on yournext target. In general, focusing fire (commanding all of your units to attack the same unit) is an ideal tactic, but beware- if one of your units cannot easily reach the preferred target, you should instead instruct it to attack the nearest enemy so that it continues contributing to the battle. If you find yourself focusing fire regularly, keep an eye out for enemy unitsthat retreat while they’re under attack – your units may chase retreating units, causing them to spend time moving rather than fighting. If you use the Attack-Move command instead of attacking a single unit, your units will attack the next closest unit rather than chasing a single retreating unit.

Keep All Units Together When AttackingIt's quite common to send a force out and see them separated due to enemy attacks, unit movement speed or terrain. Before attacking, make sure you group all units together outside the enemy base or targeted location. A larger force can be defeated by a small number of grouped enemy units.

Get rid of dangerous targetsIf you see especially dangerous units (for example, high templar, medivacs, infestors, siege tanks, etc.) or support units, target them and pick them off.

Get upgradesIf you're mostly attacking enemies and not taking damage or defending, promptly research damage upgrades. If you’re both attacking your enemy and defending against regular assaults, rotate between damage and armor upgrades. Research increased range upgrades whenever possible.

Queuing Enemy TargetsIt can be very useful to queue up a list of targets for ranged attackers, freeing your focus up while these units fight on their own. To do so, simply select a group of ranged units, hold down the Shift key and hit A for attack (or right-click) and select all the enemy units you want to attack. When you release Shift, your ranged units will attack their targets in order.

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Common MistakesHere are some common mistakes. If you manage to avoid these, you'll improve your odds of winning significantly.

Not building enough workersThis is a very common novice mistake. Instead of building too few workers, make sure to build 22-30 workers per resource location. If you build an expansion, build the same number at the next location.

Too many workers on gasYou can only fit 3 workers on a vespene gas geyser before any additional workers become useless. If you think you havetoo many workers gathering from the same geyser, click on your refinery/assimilator/extractor to check.

Placing a headquarters far from resourcesWhen placing your headquarters structure (command center, hatchery or nexus), place it as close to the minerals and gas as you're able to.

Not scoutingBe sure to Scout.

No detectionMake sure you're prepared for dark templar, banshees, and other cloaked units. Use abilities or build structures or units that can provide you with detection (such as ravens, overseers or observers).

Using Move instead of Attack-MoveIf you use the move command to walk past enemy units, your army will ignore the enemy, likely taking damage in the process. If you use the attack-move command (default key ‘A’), your units will stop and engage any enemy units they come across. Learn more

Not expandingIf you only have one base, you may feel safer because you have fewer areas to defend, but you won’t generate nearly as many resources. If you want to create a large army, expand! Learn more about Expansions.

Not expanding before the resources at your main base are depletedLosing access to resources - or any significant delay in your gathering of resources - can leave you at a catastrophic disadvantage against an opponent with a strong economy. Learn more about Expansions.

Gathering too many resources without spendin g themIf you‘ve gathered up a lot of resources, that means you're not spending them on creating a bigger army, building structures, or upgrading your units. Of course, it can be fun to gather a lot of resources and spend them all at once, but that won’t keep your army advancing or ensure that you’re more threatening to your opponent.

Queuing up too many unitsAt the beginning of the game, you’ll need to spend your resources on different types of purchases, such as workers, buildings, and combat troops. If you queue up too many combat troops or workers, you won't have money to build the other units or structures that you might need. During the early portion of the game, while your economy is still developing, only train the units that you absolutely need. If you find that you have multiple units queued up and not enough money to build or train something essential, click on the building producing those units, and cancel the training of one or more of them. If you're really desperate, you can even cancel a building that’s in the process of being built or an upgrade that's being researched.

Queuing up upgrades earlyDo not queue multiple upgrades early on during a game - those resources will be better spent on units and buildings. However, later on in a game, it can be a handy and useful time-saver. Remember, you can always build multiple buildings of the same kind in order to research different upgrades simultaneously.

Allowing developing structures to be destroyedIf a building is unlikely to finish construction before it is destroyed by an enemy attack, cancel it - this will give you a 75% refund on the cost of the structure. To cancel a developing building, select it and hit ESC.

Failing to maintain sufficient supplyMake sure you keep pace with the construction of supply buildings (pylons & supply depots) or overlords. Otherwise,

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when you need to create a unit at a critical time, you won’t be able to.

Losing units along with a unit transportWhen your transport vehicles (such as the terran medivac), are under attack, try to unload all of your units before the transport is destroyed.

Not using AltHold down alt. That shows enemy and your own health bars. You can target units that are about to die or save your owndamaged units.

Not watching a battleIt’s crucial to pay attention and control (‘micro-manage’) your units during a battle, unless you have teammates to help control them instead. Otherwise, your units will not perform to peak capacity. Perhaps they’ll target enemy units that aren’t a priority, use their abilities inefficiently. There are a few instances where you don't really need to watch your units(like tons of zerglings mauling a platoon of marines that clearly took a wrong turn somewhere) but, generally, it's best tostay in control of your army. It is possible, however to spend too much time watching battles and not enough time doingother things like macroing or controlling other units.

‘Teching’ too early"Teching" means to advance along the tech tree by building structures that unlock specific units or upgrades. Let's say you're a terran player, and you try to reach battlecruisers too quickly. You might find that a bunch of low-level units like zealots, marines, or zerglings, constructed en masse, are able finish you off. Instead, wait until the proper time – when you have enough defenses and resources - to improve your units or unlock new options without risking disaster.

Not including every unit in a combatThere are a number of reasons to split up your army - perhaps you have new units heading to a battle, chasing enemy units or moving to reinforce a specific location. However, engaging an enemy when you’re outnumbered is dangerous - whenever possible, you should instead retreat, gather your split units together, and then fight.

Reliance on focused fireFocusing fire (assigning all units in a combat to attack a single target) isn't a guaranteed game-winning strategy. Don’t desperately try to focus fire units to the point where they’re busy running around trying to reach enemy units rather thanattacking. It’s better to attack a secondary target than nothing at all.

Attacking superior forcesLooking at an an enemy force should give you a good idea of whether or not you're going to be able to destroy it with your army. While you can't always know for sure, you should not attack armies that are obviously more powerful than your own. This knowledge will come from experience playing the game, but, in general, consider numerical superiority aswell as specific unit types that might outflank yours. If a battle is not going your way, don’t forget to run unless there is no escape.

Attacking the enemy from a disadvantaged positionIn general, don't attack your enemy if they have automated defenses to support them, or if they’re on high ground whileyou are on low ground. Avoid fighting the enemy if you don't have enough room to bring all of your forces to bear (for example, fighting in narrow areas). If you can fight your way up a ridge or destroy the defensive structures, you should -but take care so that you don't lose your army to a terrain disadvantage.

Unnecessarily destroying defensive structuresIf you can move your army past attacking buildings (photon cannons, bunkers, spore crawlers and the like) and reach anenemy base out of range of these defenseive structures, you can save valuable time by doing so. Don't run past them if you're going to take too much damage in the process, of course.

Not upgrading unitsResearch upgrades - your units will benefit greatly from being upgraded. Armor, weapon, and shield upgrades are especially important.

Building defenses in unnecessary locationsDefenses tend to be maximally effective when they are placed near strategically valuable locations (such as your base, orright outside the enemy’s front line). It’s a common mistake to place defensive buildings outside of your base – these can be walked past or ignored. When you build defensive buildings, place them in your town, or at least prevent the enemy from walking around them by supplementing them with units or by walling your base off with other structures. There's no point in guarding a bunch of dirt.

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GlossaryHere are some of the terms which may cause some confusion. This is not a complete list of words that you may hear. There are many other common terms but we do not list every term.

Term Description

6 Pool A zerg build order creating a spawning pool when you have six supply, right at the beginning of the game before producing a drone.

Actions Per Minute (APM)

Refers to the number of clicks or hotkey presses a player makes on average per minute of gameplay time.

Base Swap When you destroy a player's base while, simultaneously, they destroy your base.

Buff A persistent beneficial ability used on a unit.

Build Order (Build) The order in which you train units and construct buildings. Some build orders are more efficient than others.

CC command center

Crackling A zergling with the adrenal glands upgrade

Contain To restrict an opponent's ability to move across a map.

Creep Highway A path of creep across the map created by overlords’ Generate Creep ability, or queens’ Creep Tumors. Lines of creep allow zerg unitsto move over them quickly (like a highway).

Dancing Pulling injured troops out of harm's way, only to quickly put them back, or moving a targeted unit away to make the enemy chase it. Can also mean more commonly to using /dance as a victory ceremony.

De-Buff A persistent, negative ability used on a unit.

Detection (Detector) A passive ability possessed by some units and buildings (detectors) that reveals cloaked or burrowed units in its area of effect.

Drop Troops delivered by a medivac, warp prism, overlord, or other transport unit.

DT dark templar

Expand/Expansion To create an expansion, a new base built at a location other than your starting position.

Fast Expand A strategy that involves the creation of an early expansion (usually a ‘natural’ expansion) rather than the production of offensive units, usually for the purpose of

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gaining an economic advantage.

Fog of War (FOW) A dark fog that obscures everything outside ofthe sight range of units or buildings. When viewing the map, black areas have not yet been explored, while grey areas have been explored but are not currently within the sight range allied units or buildings. Although terrain can be seen through the grayed areas, enemy troop movements are hidden.

GG Good Game. If players say GG too early it is asarcastic way of saying you have lost and the game is over. It can also mean that the player who said it is admiting that they have lost.

GL HF Good luck, have fun.

Harvester A worker unit that gathers resources.

Harass/Harassment A strategy that involves a series of typically short, quick attacks designed to damage an opponent's economy or unit production capabilities.

Harassment, unlike other types of attacks, is not generally intended to eliminate an opponent's forces.

Headquarters Buildings (such as the terran command center,protoss nexus, and zerg hatchery/lair/hive) that produce workers and serve as drop-off points for resources. Slang: "town hall".

HT high templar

Inc Short for ‘incoming’, which means ‘an attack is coming’. Common usage: "inc (then a minimap ‘ping’ on the expected location of the attack)" or "inc UP" (an attack is imminentfrom the north).

Macromanagement (Macro)

Spending time creating new buildings, researching upgrades, expanding, and trainingunits. To focus on Macro, players typically let battles fight themselves or ignore units in combat while building, training, and expanding.

Micromanagement (Micro)

Spending time controlling units directly ratherthan building or gathering and sending massesof units without controlling them much. Micromanagement involves rigid control of units so that they are used as efficiently as possible.

Massing Gathering a large number of a particular unit.

Muta mutalisk

MMM marine/marauder/medivac

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Passive Ability An ability that works without requiring activation (such as a click or a hotkey).

Proxy (Building) Constructing a building outside an enemy base so that you can get units to their base faster. Example usage: "Proxy Gatway."

Push An offensive attack.

Rush A very early attack or an attack with a lot of units.

Scan Scanning an area with the scanner sweep ability.

Scouting The act of revealing remote areas of a map to gain information about an opponent. Scouting can be achieved by physically moving units across the map or by using unit and structure abilities to expose areas from long distances.

Siege Unit A unit that is capable of attacking towers, buildings, or units from a distance (such as a siege tank in siege mode or a zerg brood lord).

Sight The act of revealing the fog of war for other units so that they can attack.

Splash Damage (splash)

Weapon damage that hits multiple enemy or friendly units in addition to a single targeted unit.

Speedling A zergling with the Metabolic Boost upgrade.

Spellcaster A unit that is usually weak to melee and relies on abilities rather than basic attacks (such as aprotoss high templar).

Spotting Using a unit ahead of long-range units to remove the fog of war so that your siege units can fire from long distances.

Starve To wall-in or contain an opponent, preventing them from expanding until they run out of resources.

Supply Cap; (Pop Cap/Unit Cap)

The limit on the amount of units you can create. For example, in StarCraft II, the limit is 200 supply.

Teching (Tech) Selecting buildings and upgrades in order to unlock more powerful and higher-end units. Often, a teching strategy sees a player play defensively, reserving few units and devoting most resources to constructing buildings so as to quickly reach more advanced units.

Towers/Defensive Structures

Automated or stationary defensive structures, such as photon cannons, spine/spore crawlers, missile turrets, and bunkers.

Turtle A player who is afraid to leave their base and instead produces an excessive amount of defenses to defend it.

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Turtling Turtling simply means the act of making yourself as impenetrable to attacks as possibleto prepare a high-tech supply capped death ball. Turtling on 2 or 3 bases as Protoss is an extremely common strategy.

Worker Any unit capable of gathering resources, such as SCVs, probes, or drones.

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Team StrategiesPick Your TeammatesWhen playing a team game, first determine how you will pick your teammate or teammates. There are two ways to do this: random teammates or playing with a set teammate such as a friend. The biggest advantage of playing with friends or people you know is that you can count on a certain standard of ability and support. When you play with a random teammate, you really have no idea who you’ll be paired up with. Some people find this exciting; however, other players are frustrated to find that their teammate is not up to their level of skill. Battle.net's Random Team games will set you upwith a random teammate around your level. Generally, people have more fun playing with regular partners against strangers, because they are able to develop and master their teamwork over a span of games, but it's really up to you how you want to find or pick your teammates. The Battle.net friends list can allow you to better keep track of your friends so that you can find and team up with them.

Shared Unit ControlYou can share unit control via a button in the top right of the screen in team games (though you cannot build using theirworkers). Sharing units gives valuable information about who your ally is controlling during a battle, which can allow youto help them out by managing units they are not watching or controlling.

• If you share units with your ally, you can also see their selection circle to help aid you in deciding what units to control.• Group selection over mixed units (yours and ally) will only select your units.• Group selection while holding down the ALT key will group both player and ally units.• You may not spend your ally's money with Shared Unit Control (no building of units or structures)

Experienced teams should always share units at the start of the game. There are many times throughout a game where allies may have to use your units while your attention is elsewhere: helping aim at towers, trying to prevent an enemy from running away, preventing an allied unit from running into the enemy, using workers to scout, using workers to repair an allied building or mechanical unit, and more. It’s up to team members to use shared unit control responsibly, sodo not share units with players that abuse shared control, or convince them to not abuse it.

PlanningWhen participating in a team game, you should always plan attacks with your teammate(s). Take note of your positions and the available starting positions, and plan out who‘ll explore which starting positions to check for the enemy. Discuss your overall plan for victory, and then alter your strategy as the game goes on depending on what the enemy is doing.

Team GoalsAs a team, there are various goals you should focus on:

ScoutLocate enemy bases. Find out which races enemy players have chosen and where each player is located. Watch for expansions and destroy them when they appear. Predict where the enemy will expand, and keep an eye on those areas.

Stick together!In team games, it's important to stick together and fight together with your allies. This simple strategy can often result in a game win against players that do not work well with each other. For example, in a 3 vs. 3 game, 3 team members stick together and launch an attack. The opposing team only has 2 of its players present to face the first 3 players. The 3players easily kill the 2 players' armies, and then only have one player's army left to face.

Entire team games can be determined by a single battle where one team doesn’t have all of their members present. If you find yourself alone and you’re attacked by multiple enemy players, run until you can group up you’re your teammates. Do not engage your enemies if you are clearly outnumbered. Plan your attacks and announce them to your teammates. Defend your allies' towns and expansions if they are attacked. Ask for help if you need help. Try not to be a "soloer" - off doing your own thing, rather than helping the team. Such a person can often cause a loss for their team because they are not around to assist during battles.

Denying enemy expansionsIf the enemy expands to additional bases, they will have more resources available to upgrade and build troops. Always assume that your enemy will try to expand. Watch potential expansion sites near an enemy base, while scouting other potential expansion sites from time to time. When you see an expansion, attack it. Expansions are typically easier to destroy than main bases (unless they’re well-defended). Stopping your enemy from expanding is just as important as expanding yourself.

ExpandIt’s crucial to secure expansions for each member of your team. Keeping your teammates’ economy efficient also helps you, so aid them if they need it. Expansions can often determine who wins a game - if you don't have enough money to

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upgrade your base and build additional units, you’re likely to be at a significant disadvantage against your enemies. However, you don’t need expansions if you can prevent your enemies from expanding and beat them with a single base. Defend your expansion whenever it’s attacked, and delay your enemies’ assaults by building automated defenses (spine crawlers, photon cannons and the like) around your expansion. Don't overcommit to automated defenses, though, because they can be easily destroyed by siege units.

Sharing ResourcesKeep in mind that you can share resources with your allies. If you need money for an expansion and don't have it, ask for money from your allies. If you find you have way more resources than you possibly need, ask your allies who needs some extra minerals or gas. If one player is advancing quickly up the tech tree to higher units, you may find it useful for everyone on the team to donate resources so that player can reach the higher units more quickly.Dropped AlliesIf a teammate exits a game in progress, you can completely control their units and buildings (including using their resources and buildings to create new units). Remaining team members should all pitch in to help control an absent player's town. It’s a good idea to assign unit-producing buildings to hotkeys and press them regularly to train new troops, just in case surplus resources have built up. Using these methods, you can come close to making up for the missing player's absence.

Often, opposing forces will try to destroy your absent ally’s main base and expansions quickly after your ally leaves the game. Be prepared for such an attack (or even better, anticipate it attack your enemies while they are preparing).

DefeatA team is only defeated when all of the buildings of all team members are destroyed. A team can also be defeated when all of their teammates have left the game save one, and that remaining player no longer has any of their original buildings (i.e. they only have their allies’ buildings to control). You cannot eliminate a single team member by destroying all of their buildings. It's best to destroy an opposing team member's ability to produce units and gather resources, and then move on to assault another base. You can then come back and clean up the town after you have won elsewhere. Don't spend too much time destroying all of an opposing team member’s buildings, because they can simply share unit control and start controlling the units of another person on their team.

Stay With Your Teammate Until You Are EliminatedDo not just leave a team game when you start to lose; instead, help your teammate until you are eliminated. The only reason to leave early is if your partner is purposely delaying the end of the game with no hope of winning.If you lose your base, you can ask to share your allies' units, help them better control what forces they have, and continue with the game.If you still have a worker left, ask your teammate for money so you can rebuild your town.

Know How To PlayIn team games, when other members of your group are depending on you, you should make an effort to stay competitive and active. Attempt to scout your enemy, learn the map you’re playing on, interact with your teammates, and pay attention to the changing face of the battlefield. If you’re concerned that you won’t be able to contribute or want to take more time to practice your play style, it’s a good idea to practice in custom games with computer-controlledallies. While everyone learning a game will be unfamiliar with some of its rules and complexities, you don’t need to stay that way!

Coordinate AttacksTeam games are won by teaming up, not by letting your teammates fight the rest of the enemy team. Make plans to gather your forces together and attack certain targets. Often, coordinated unit movement and attacks are decisive factors in team games. If you're not going to be using your collective units to attack the same enemy, coordinate separate attacks on different enemies so that they are unable to provide reinforcements to each other. Share unit controland make sure that your largest army is kept together. If you separate your forces, enemy players may use their combined army to pick you both off one at a time. You can make attacks without your teammate if you’re attempting hit-and-run strategies, attacking the backdoor of an enemy base, or assaulting an expansion, but, typically, it’s a good idea to combine your forces.

Communication is KeyCommunication is very important in team games - we’re not all mind readers! When you're under attack by the enemy, or when you see their forces moving around, let your teammate know - it’s always possible that they did not see it. Similarly, when you see that your opponent has buildings that allow for certain units, has claimed a new expansion, looksweak, or has built specific units, share that information with your team.

Let your teammate know if you’re being attacked immediately.This allows teammates to do two things: come save you or go attack that enemy's village since the enemy's units are in your town. Use the Allied Map Signal button on the minimap to show your allies where to go.

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Make sure you are clear about which expansions and islands you are taking, so you and your partner do not try to build at the same one. Usually people expand near their base and their choices don't conflict with their partners. Give the team all the info you know within reason.

Minimap SignalThe easiest way to communicate with your teammates without typing is using the Minimap Signal button on the minimapto indicate where you want your allies to look. You can also use minimap signals by pressing Alt-G and clicking on the main window (to focus your allies on something visible on your main screen) or pressing Alt and left-clicking on the minimap (if you want your allies to look at a location not visible on your main screen). For larger games, it’s a good idea to designate one player to announce enemy movement and attacks using the minimap signal. Regular users of minimap signals can use them creatively to telegraph specific situations. For example, you might use a single ‘ping’ to direct allies to a location, or multiple quick pings to acknowledge an enemy army or a base under attack.

Don't use minimap signals frivolously - if you joke around with it too much, your allies are less likely to pay attention to itwhen you want to use it to warn of a real attack.

Prepare for Counter AttacksWhen you invade an enemy base, be prepared for enemy players to respond with an attack from the rear. Be ready to turn immediately and attack the enemy as they return to defend their town – if you don't, you run the risk of having your troops slaughtered, leaving your base vulnerable to a counter-attack. Don't Rely on Your Teammates for All Information

Teammates will not always let you know their plans, or share their intelligence on enemy movements. If you find your teammates lacking in reconnaissance, be sure to gather information yourself.

Don't Rely on Your Teammates for All InformationTeammates will not always let you know what they or the enemy is up to. If you see your teammate is lacking in recon, step in and do the recon yourself.

Your Teammate is Part of Your ArmyHelp your teammate as though they’re part of your own army – because they are! Do not be conservative when sending reinforcements to your allies, or hold back units because you want to save them for yourself. Typically, skilled teams will send all their units to save a base if the entire enemy team attacks it. If only a few enemy players are attacking a base, you can send fewer units to defend it.

Defend basesDon't ignore attacks on your bases and expansions. You'll find it's often easier to defend a base than to try to take an enemy base while it is away. This is because you can continue training new units at your base (or allied bases), and these units can eventually overcome an enemy attack force that’s further away from their base and slower to deliver reinforcements. Of course, there are always exceptions: if you believe you can destroy an enemy base and eliminate them from the game before they can destroy all of your bases, go for broke!

Use FollowUse the Follow command to keep up with your teammates when executing a joint attack. To follow, select all of your units, and then right-click on a teammate's unit. It’s important to tell your teammate that your units are following so they can make sure no one falls off the train.

Defensive StructuresYou can build some defensive structures (turrets, crawlers, bunkers, cannons and the like) as defenses in your base, but don't focus too much on them. As the number of players in the game increases, the effectiveness of defensive structurescan drop - large armies can easily overcome large numbers of turrets or cannons. If you‘re losing, don't attempt to build a lot of defensive structures to save yourself - this rarely results in reversal against skilled players. Instead, focus on creating more units, concentrating your forces, and attempting to overcome your enemies’ army with hit-and-run attacks.

UnitsYou can often pull off more reckless strategies as the number of players in a game increases (up to 4 vs. 4). In large team games, one player can focus entirely on specific units while other members of the team can build more versatile armies. For example, one player might rush to build specific air units, or a Terran player could focus on building nukes. Don’t be afraid to play around unconventional strategies to find a combination that works.

ReplaysIf you lose, save and watch the replay. Analyze why you have lost. Look for ways to improve your game.