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    FAQ by Happybuddha311

    Version: Final | Updated: 07/22/04 | Printable Version | Search Guide | Bookmark Guide

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    |                                 Starcraft Units FAQ                         |
    |                        By: Happybuddha311 AKA Ben Semisch                   |
    |                                  Version: 1                                 |
    |                            Last Update: No current Updates                  |
    |                                                                             |
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    My goal is to try and make this guide as easy for you to read and use, and as
    helpful as possible, if you can think of anything that would help this guide
    fulfill that goal, then send it to me at Happybuddha311(at)Aol(dot)com. Make
    sure you include two things in the subject line "Your Starcraft FAQ" and what
    site you are reading the guide from.  That way I can tell that it isn't spam,
    and if you ask a question already found in the guide that either the host
    hasn't updated or you're a lazy, stupid pile.
    
    If you are a webmaster looking to host this guide, don't.  The only two sites
    that are allowed to have this guide are Gamefaqs.com and Ign.com. If you are
    reading this guide anywhere else, please inform me, so the parties involved
    can be dealt with in a courtroom setting.
    
    
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                                T A B L E  O F  C O N T E N T S
    
    
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    1) Intro
    2) Table of Contents
    3) Some stuff I must say first
    4) Zerg Force
       - Land
       - Air
    5) Terran Force
       - Land
       - Air
    6) Protoss Force
       - Land
       - Air
    7) Outro
    
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                S O M E  R A N D O M  I M P O R T A N T  S T U F F
    
    
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    * Starcraft is quite possibly the best game ever.
    
    * I will be listing the units in order of weakest (In my opinion) to strongest.
    
    * Things that will be listed include:
    - Hit Points
    - Basic Attack
    - Cost
    - Supply used
    - Best Unit to use against (IE: If you're using this unit, what to attack)
    - Best unit to defeat this unit (IE: What to kill this unit with).
    - Best Co-unit to use with this unit (IE: What else should be near it at all
    times for great attacks)
    
    * Anything with "***(Name here)***" in it's own sub-sub-section indicates this
    unit is only available in brood war.
    
    * The attack won't always do that much damage, there's other factors that go
    into damage calculation, such as the enemies' type and level of armor.
    
    * Knowing what kills what best is essential for triumphing over your opponent.
    
    * Make sure you know what will easily kill your units so you can move them
    before they get their asses handed to them.
    
    * The Protoss aircraft carriers are easily the best unit in the game.
    
    * If you want to play me in a game of starcraft e-mail Happybuddha31l.com, or
    look out for me on battle.net as "HB311" (I can also be seen playing WC3 and
    WC2), so perhaps sometime in the summer I will play you, if I'm not busy.
    Though I'm usually only playing really late, or really early (1 Am till 8 Am if
    I'm on at all).
    
    * If you have anything to add, a correction (spelling or info wise) or feedback
    e-mail Happybuddha311@aol.com.
    
    
    
    
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                                          Z E R G
    
    
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    The zerg, power in numbers is certainly the main strategy that you'll be using
    with these bad-boys.  However Guerilla tactics also work extremely well, and if
    you play the Zerg right you can control the map, and you can monitor all other
    enemy movement throughout the game.  The best way to use the zerg is to build
    up a ton of hatcheries then set a rally point a few feet from the enemies base,
    and burrow the zerglings there.  Then once you see the enemies leave to go
    attack someone, wait for a full count of 60 (to insure the attacking force
    won't be coming back) then rush in as hard as possible.  Another technique that
    I've learned is on small maps you can just keep building out creep colonies to
    ensure that nobody but zerg will be able to build on top of anywhere.  Also
    great is that you can spawn some canals to quickly get troops from point A to
    point B.
    
    Anyway enough about general strategy let's get into the zerg force.
    
    ===============================================================================
    
                                       Land Units
    
    ===============================================================================
    Any given unit in the Zerg land force isn't too powerful on it's own, but if
    you use the right combination then you are sure to defeat anything the enemy
    can throw at you.  However the power of the swarm is not to be under-estimated.
    
    -------------------------------------------------------------------------------
                                         Broodling
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Queens Nest
    Mineral Cost: 0
    Gas Cost: 0
    Base Attack: 4
    Hit Points: 30
    Supply Used: 0
    Best unit to use against: Siege Tanks, Ultralisks, Dark Templars
    Best unit to defeat this unit: Just smash it.
    Best unit to Co-unit to use with this unit: None
    
    Description: This unit is created by a queen implanting eggs in a enemies units
    stomach which then burst out instantly killing the unit.  These are great for
    guerilla attacks, though the broodlings that come out are quite weak, the fact
    that you can easily kill some of the games most powerful units in one hit is
    awesome.  The only downside is that they eventually die, usually in a few
    minutes, but 9/10 the enemy will kill them anyway.
    
    Strategies to use with this unit: Guerilla warfare.  Basically you can slow an
    enemies attacking advance of strong troops, giving you a few extra seconds to
    build up some more troops.  Also if you have quite a few queens you can stop
    enemy advancements or get some of your units deep into enemy territory where
    they can attack some un-defended structures.
    
    They are also good if you're going up against a bunch of weak enemies and a
    strong enemy or two, then you can bust the strong unit to pieces while you move
    and mop up the weak enemy.  The possibilities for this unit are large, get
    creative and use your imagination, this is a great tool.
    
    
    -------------------------------------------------------------------------------
                                          Drone
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Hatchery
    Mineral Cost: 50
    Gas Cost: 0
    Base Attack: 5
    Hit Points: 40
    Supply Used: 1
    Best unit to use against: None
    Best unit to defeat this unit: Anything
    Best unit to Co-unit to use with this unit: Don't attack with this unit.
    
    Description: While drones are one of the worst units for the Zerg, they are the
    most important and you'll end up building tons of them.  The drones serve two
    important purposes, the first is mining minerals and gas, and the second is
    morphing into buildings.  When you morph you lose your drone unlike the other
    two races, but it also takes one supply cost off, so at the end of the game
    getting rid of these units so you can free up your supply is quite easy.
    
    Strategies to use with this unit: If there is every an enemy attack that
    breaches your first line defense burrow all of your drones so you don't end up
    losing a bunch of them.  Besides that I can't think of any really good
    strategies to use.
    
    
    -------------------------------------------------------------------------------
                                        Zerglings
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Spawning Pool
    Mineral Cost: 25 each (two spawn at once)
    Gas Cost: 0
    Hit Points: 35
    Base Attack: 5
    Supply used: 1/2 per zergling (two spawn at a time)
    Best unit to use against: Siege tanks in siege mode
    Best unit to defeat this unit: Air-borne units
    Best unit to Co-unit to use with this unit: Hydralisks
    
    Description:  Zerglings are the bread and butter units of the zerg force.
    You'll probably end up building a few hundred of them in a good game.  The
    power of these units lies in their numbers.  If you swarm the enemy can only
    target one at a time allowing you to kill them.  Another benefit of the
    zerglings is their quick developing time and cheap cost, allowing you to
    quickly and cheaply build some up.  This makes for a good rush at the beginning
    of a large multi-player game so you can free up some resources that you should
    go to as soon as you start getting developed.
    
    Strategies to use with this unit: Research Burrow right away, then you can use
    a Leap frog technique to monitor enemy movement.  This is a great technique
    just to give you a 30-45 second warning when an enemy is coming at you, that 30
    seconds makes a huge difference, hell you can produce a ton of zerglings in
    that time.
    
    Another great technique is the ambush.  Stick two groups of zerglings on either
    side of a choke point, and then when the enemy units file into the choke point,
    pop-up and slay them.
    
    One of my favorite techniques is to burrow an large group of zerglings right
    outside your base with defenses, that way the enemy can't cut his losses and
    flee, but he'll have to take it like a man (or a computer) and lose all of his
    units.
    
    
    -------------------------------------------------------------------------------
                                         Hydralisk
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Hydralisk Den
    Mineral Cost: 75
    Gas Cost: 25
    Base Attack: 10
    Hit Points: 80
    Supply Used: 1
    Best unit to use against: Air units, Fire bats
    Best unit to defeat this unit: Siege tanks, marines
    Best unit to Co-unit to use with this unit: Zerglings
    
    Description: These are your distance attack units, they are one of the few that
    zerg units that can attack well without being up super close.  They resemble
    the spitters in Aliens and other movies like it.  These are your all-around
    units, great for offense and defense.
    
    Strategies to use with this unit:  Using these with zerglings is good because
    then the zerglings can rush the enemy and draw their fire while the hydralisks
    do the real damage to the enemy.
    
    Another good one is to leave a zergling just sitting out in the open with a
    bunch of hydralisks burrowed, so hopefully one enemy troop will walk by and see
    it and try to attack it.  Then pop up and let him have it, if the enemy
    movement is too strong, just burrow the zergling and let them walk on past.
    Also, make sure you move after you do this more than twice, or they could get
    wise and send a small convoy to take your ass out.
    
    -------------------------------------------------------------------------------
                                        ***Lurker***
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Hydralisk Den
    Mineral Cost: 50
    Gas Cost: 100
    Base Attack: 20
    Hit Points: 125
    Supply Used: 2 + Hydralisk unit
    Best unit to use against: Anything that doesn't have detectors
    Best unit to defeat this unit: A Science vessel + a Wraith/ Observer + Scout
    etc.
    Best unit to Co-unit to use with this unit: Hydralisks.
    
    Description:  These units are awesome if the map is full of choke points, as
    they burrow (they have burrow already enabled) and they attack using spines
    that pop out of the ground.  They make for setting up new bases super easy as
    you can move them and a drone and set the base up with defenses all ready to
    go.
    
    Strategies to use with this unit: As I said before, these are great for setting
    up new bases, however they are also good to lure an enemy to attack your base,
    if he sees your entrance relatively un-guarded, and you move some lurkers in,
    he'll attack and get decimated.
    
    Another fun strategy that I use, if you have the minerals and gas to spend,
    look for a highly traveled path by all teams, then burrow 2-6 lurkers right in
    a line, to decimate any and all troops that walk by.  Though controlling the
    timing of the attack is crucial to doing the most amount of damage.  Make sure
    none attack prematurely by highlighting them all and mashing "Hold" until every
    lurker can hit something.
    
    One other strategy to use, is to get like 8-10 lurkers and burrow them right in
    front of the enemies base, that way he can't get out to attack or expand
    without the help of a transport unit.  Then you can bring in the thunder with
    units coming out the ying-yang.  Or hell you could just build a hatchery right
    there and send units in 3 to 12 at a time.
    
    
    -------------------------------------------------------------------------------
                                         Defilers
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Defiler Mound
    Mineral Cost: 50
    Gas Cost: 150
    Base Attack: N/A
    Hit Points: 80
    Supply Used: 2
    Best unit to use against: Large enemy movements
    Best unit to defeat this unit: Anything really
    Best unit to Co-unit to use with this unit: Large groups of zerglings,
    hydralisks or burowed lurkers.
    
    Description:  This unit is going to probably un-used for the majority of
    people, as while it does have some cool abilities, it just isn't worth the time
    and money you'll invest trying to get them, instead Ultralisks or queens make a
    much better investment.
    
    The Defilers have 3 powers:
    
    Dark swarm - This makes a big cloud above an enemy or friendly units, so as the
    unit will be harder to target.  Of course the computer usually has little to no
    trouble seeing right through the clouds.
    
    Consume - The Defiler eats another zerg unit to regain energy for another
    attack.
    
    Plague - Causes poison gas to be released and it hurts all units it touches.
    Well the ones that aren't robots that is.
    
    Strategies to use with this unit:  These guys work will with your burrowed
    lurkers randomly placed among the map, pop up and use dark swarm to hide your
    boys, or plague to inflict extra damage.  They are also good against an enemy
    with heavy amounts of air units that decide they want to attack your drones.
    And Plague is good to lower the numbers of an advancing army.
    
    One of the best tricks is to have a queen or 2 swoop in and cast slow while the
    2-3 defilers cast plague.  By the time the enemy reaches you their troops will
    be seriously disabled.
    
    -------------------------------------------------------------------------------
                                     Infested Terrans
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Infested command center
    Mineral Cost: 500
    Gas Cost: 0
    Base Attack: 500
    Hit Points: 60
    Supply Used: 1
    Best unit to use against: Buildings
    Best unit to defeat this unit: Anything you can use to stop it from blowing up.
    Best unit to Co-unit to use with this unit: Other infested terrans, an attack
    force to follow up.
    
    Description: Infested terrans are a rare treat, to get them you need to beat
    down a command center until it is red and burning, then a queen needs to swoop
    in and capture it.  Then you need to find a way to get it out of there without
    being destroyed.   It's easiest to watch for a terran group expanding then
    attack them before they can build up too many troops, then send some mutalisks
    and scourges to defend it while you move it closer to your base.
    
    Strategies to use with this unit: Send them a few seconds ahead of your attack
    force to attack the entrance blockade of the enemies base, or anything else
    that might give your troops trouble.
    
    You could also capture the command center first, then use the infested terrans
    to help with the razing of buildings while the rest of your troops attack the
    enemy units.
    
    -------------------------------------------------------------------------------
                                       Ultralisks
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Ultralisk Cavern
    Mineral Cost: 200
    Gas Cost: 200
    Supply needed: 6
    Hit Points: 400
    Base Attack: 20
    Best unit to use against: Anything that isn't air-borne
    Best unit to defeat this unit: Anything in the air
    Best unit to Co-unit to use with this unit: zerglings and hydralisks
    
    Description:  The ultralisk is a rather beastly unit with huge attack rates,
    tons of hit-points and a thick hide.  This unit is costly to produce and
    doesn't usually serve the purpose intended.  Basically this unit is great for
    drawing the enemy fire (and the enemy will focus fire on this) while you can
    take out the rest of the enemy defenses with your zerglings and hydralisks
    
    Strategies to use with this unit: Use this to draw fire away from your main
    units that you are attacking with, they do just as much damage as a lurker, so
    a bunch of lurkers will have time to get into their hiding spots while the
    enemy targets the ultralisk.  These also make a great surprise through a nydus
    canal.
    
    
    ===============================================================================
    
                                       Air Units
    
    ===============================================================================
    The Zerg air-force is quite weak and they aren't worth much more than as
    support troops.  The only thing that can even come close to combating enemy air
    units are the scourges.   5-8 Scourges + 1 Battle Cruiser = Ship goes down.
    
    -------------------------------------------------------------------------------
                                      Overlords
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Hatcheries
    Mineral Cost: 100
    Gas Cost: 0
    Base Attack: N/A
    Hit Points: 200
    Supply used: -9 (they add 9 to your supply limit).
    Best unit to use against: None
    Best unit to defeat this unit: Valkaries and Corsairs
    Best unit to Co-unit to use with this unit: Mutalisks, Ground based defenses
    
    Description: Overlords are the pylons or the supply depots of the zerg.  They
    are pretty nifty as they double as transports and detectors, though they need
    to be upgraded to be of any use in either category.  They are weak, but you
    need them, the best thing to do is just stick them all in a corner behind some
    defenses some-where so no enemies bust up your supply availability.
    
    Strategies to use with this unit: Have them hover over sunken colonies to catch
    any cloaked units that try to waltz into your base.  Also at the very beginning
    of the game you can go looking for enemy locations so you don't waste time with
    a rush.  Just make sure they don't have marines built yet or you'll be out 100
    minerals at a very crucial point in the game.
    
    -------------------------------------------------------------------------------
                                         Scourges
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Spire
    Mineral Cost: 25 each (2 spawn at a time)
    Gas Cost: 0
    Base Attack: 110
    Hit Points: 25
    Supply used: 1/2 per scourge
    Best unit to use against: Carriers, Battle Cruisers
    Best unit to defeat this unit: Ground to Air defenses of any sort.
    Best unit to Co-unit to use with this unit: More Scourges.
    
    Description: Ahh, Scourges the kamikaze pilots of starcraft.  These bad-boys
    are good for one thing, suicide attacks, they fly in and screw up the enemies
    new prized toy that it was planning on blasting you with.  And the benefit is
    you only spent like 150 to spawn the scourges to kill their 400 dollar unit.
    Can you say OWNED?
    
    Strategies to use with this unit: Attack big pricey units with this cheap unit,
    do you really need any strategy besides that?
    
    -------------------------------------------------------------------------------
                                         Mutalisk
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Spire
    Mineral Cost: 100
    Gas Cost: 100
    Base Attack: 9
    Hit Points: 120
    Supply used: 2
    Best unit to use against: Zerglings
    Best unit to defeat this unit: Ground to air defenses, Valkaries, Corsairs
    Best unit to Co-unit to use with this unit: Guardians, Devourer
    
    Description: These are the base unit of the zerg air-force and they mutate into
    two different forms from here, either the guardian, which is like a long range
    bomber, or the Devourer which is the zergs' air to air combatant.  When they
    attack they shoot a bouncing round that inflicts damage on the target you're
    attacking, then 2 units close to it.
    
    Strategies to use with this unit: Mutalisks are great for ravaging an enemies
    base as they can attack three structures at one time.  A good strategy is to
    deploy a ton of units that will be fairly hard to dispose of at the front of an
    enemy base, then rush in the back and take out all of their supply gathering
    teams.  This little attack will set them back a huge amount, as they'll have to
    build new SCVs/Drones/ probe, and they'll be forced to spend resources on that,
    instead of new defenses.  By the time they're producing defensive units you'll
    have another attack force built up to devastate them.
    
    -------------------------------------------------------------------------------
                                        Guardian
    -------------------------------------------------------------------------------
    Buildings Needed to produce:
    Mineral Cost: 50
    Gas Cost: 100
    Base Attack: 20
    Hit Points: 150
    Supply Used: The supply needed for the mutalisk
    Best unit to use against: defense installations (Missile turrets, Bunkers Etc.)
    and destroying things from afar.
    Best unit to defeat this unit: Any air-based unit that can attack air units.
    Best unit to Co-unit to use with this unit: Devourers.
    
    Description: The Guardian is a great unit to use if the enemy is hunkered down
    with tons of defenses guarding the entrance to his base.  Use a group of
    guardians to open the can from long distance, and unless the enemy comes out to
    attack, their installations shouldn't be able to touch you.
    
    Strategies to use with this unit: As said before a pack of guardians can open
    up a previously enclosed enemy base.  A good strategy is to sneak in some
    lurkers that go real close to where the guardians are so that way if the enemy
    comes out to attack with ground units, the lurkers devastate them in no time
    flat.  Also make sure to keep a few devourers our hydralisks to guard against
    air based attacks.
    
    -------------------------------------------------------------------------------
                                         Devourer
    -------------------------------------------------------------------------------
    Buildings Needed to produce:
    Mineral Cost: 150
    Gas Cost: 50
    Base Attack: 25
    Hit Points: 250
    Supply Used: The supply used by the mutalisk.
    Best unit to use against: Air units
    Best unit to defeat this unit: Ground to air attackers
    Best unit to Co-unit to use with this unit: Guardians
    
    Description: The Devourer is another one of the zergs new units, like the
    valkarie or the corsair, this baby only attacks sky based units with attacks.
    Best suited for guarding or escorting other air units or ground conveys that
    would otherwise be defenseless against an enemy air attack.
    
    Strategies to use with this unit: Basically any time you're going out with some
    overlords full of units, bring a pack of devourers along for protection.  Also
    keep a few around
    
    -------------------------------------------------------------------------------
                                        Queen
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Queen's Nest
    Mineral Cost: 100
    Gas Cost: 150
    Base Attack: N/A
    Hit Points: 120
    Supply Used: 2
    Best unit to use against: Bothersome ground units
    Best unit to defeat this unit: Scout or Wraith
    Best unit to Co-unit to use with this unit: None
    
    Description: The queen is just one more unit in the zerg's guerilla style
    arsenal.  The queen has 3 attacks:
    
    - Spawn broodling - This targets a unit and instantly kills them spawning two
    broodlings in their place.  Great for Siege tanks and Ghosts as well as just
    about any other ground unit that is giving you problems.
    
    - Parasite - This is quite frustrating if you get hit with one, especially if
    you're a protoss or zerg, as they have no way to get rid of them.  What it does
    is implants a little thing inside a units head so you can see what it sees.
    Great for units like observers or something that is going to move around a lot.
    
    - Infest Command Center - This is a rare site to see an infested command
    center, though as you're pummeling someone to death swoop in a queen when you
    get their command center in the red and you'll have your own mobile shock troop
    factory.
    
    Strategies to use with this unit: This unit is plain and simple guerilla war.
    Swoop in for an attack then swoop out again without the enemy even seeing you.
    The parasite is probably something you'll use a lot at the beginning and mid
    game, but near the end of the game you'll start using broodlings effective to
    hinder enemy attacks and resource gathering.
    
    
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                                      T E R R A N
    
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    The terrans bring a new style to the table, while the protoss and the zerg are
    restricted as to where they can build most of their structures, the Terran are
    able to build nearly anywhere.  They also have the unique ability to raise most
    of their structures and transport them to new places.  This is an amazing
    feature as if you get rushed by zerglings or zealots you can raise some
    important buildings and wait for them to leave, though if they don't leave you,
    you're SOL.  Another benefit of this nomadic style is that you can move
    barracks to the front door of the enemy and start churning out units creating a
    siege that only gets bigger the longer they let you stand outside their door.
    And since the barracks is right there your reinforcements are almost
    instantaneous after the attack begins.
    
    
    ===============================================================================
    
                                        Land Units
    
    ===============================================================================
    The terran ground troops are quite different form the zerg units, they rely
    more on technology then zerg rely on numbers.  They also rely on mobilized
    mechanical units to help fight enemies.
    
    -------------------------------------------------------------------------------
                                           SCV
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Command Center
    Mineral Cost: 50
    Gas Cost: 0
    Base Attack: 5
    Hit Points: 60
    Supply Used: 1
    Best unit to use against: N/A
    Best unit to defeat this unit: Mutalisk
    Best unit to Co-unit to use with this unit: Bunkers, wraiths
    
    Description: The SCV is your basic worker unit.  He mines resources and builds
    buildings as well as repairs buildings and mechanical units.  This is one big
    advantage the terrans have, the ability to repair, while the zerg regenerate
    (SUPER SLOW I might add), and the Protoss have shields that recharge, neither
    of them can instantly get a damaged structure at full capacity in a number of
    seconds.
    
    Strategies to use with this unit: Build leap frogging Bunkers, and keep an scv
    in one or two of the bunkers so they can run out and repair during the attack
    increasing the life of the bunker and turning the tide of battle in your favor.
    
    -------------------------------------------------------------------------------
                                         Marines
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Barracks
    Mineral Cost: 50
    Gas Cost: 0
    Base Attack: 6
    Hit Points: 40
    Supply Used: 1
    Best unit to use against: Hydralisks
    Best unit to defeat this unit: Siege Tanks
    Best unit to Co-unit to use with this unit: Firebats and Medics
    
    Description: The Marines are your basic unit for attacks, you'll probably build
    a ton of them thorough-out any given game.  These boys are best used as support
    and to lure fire from your big-ticket units.
    
    Strategies to use with this unit: Use these with some firebats and the zerg
    will be almost powerless against you unless they have lurkers, or mutalisks.
    Add in a medic or two and a troop of these people are near invincible.
    
    The best way to use these troops though is in bunkers as base defense.  Then
    with a missile turret behind the bunker and a siege tank parked in siege mode.
    If you create enough of these little formations you're base will be hard to get
    into.
    
    
    -------------------------------------------------------------------------------
                                     ***Medics***
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Academy
    Mineral Cost: 50
    Gas Cost: 25
    Base Attack: N/A
    Hit Points: 60
    Supply Used: 1
    Best unit to use against: N/A
    Best unit to defeat this unit: Dark Templars, Siege Tanks
    Best unit to Co-unit to use with this unit: Marines, Firebats
    
    Description: Medics even up the playing field for terrans, in the sense that
    the protoss had shields and the zerg could regenerate.  Now the terrans can
    cure their units, getting the most bang for their buck.   The medics also have
    a few fun little abilities, among them are:
    
    - Heal - This heals up your troops.
    
    - Restoration - Gets rid of plague and parasite on your inflected units, I'm
    not sure if this works on mind-control, but I doubt it does.
    
    - Optic Flare - Blinds the unit this is used on.  Good for hitting siege tanks.
    A Blinded enemy will do less damage and have a super-short range unless there
    are other units to spot for it.
    
    Strategies to use with this unit: There really isn't too much strategy to use
    with these girls. They go with your units on an attack if you've got heavy
    amounts of marines and fire-bats, but besides that they really aren't that
    necessary unless a unit of your gets inflicted by blindness/plague/ parasites.
    
    -------------------------------------------------------------------------------
                                         Firebats
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Academy
    Mineral Cost: 50
    Gas Cost: 25
    Base Attack: 16
    Hit Points: 50
    Supply Used: 1
    Best unit to use against: Zerglings, swarms of zealots
    Best unit to defeat this unit: Scouts, Wraiths, Mutalisks
    Best unit to Co-unit to use with this unit: Marines and Medics
    
    Description: Hehe, firebats, the future version of WD-40 + A Lighter (NOTE:
    HAPPYBUDDHA311 is not responsible if you singe all of your body hair off trying
    to be a firebat).  Anyway, these boys have tons of splash damage, making them
    great for attacking any swarms of units quickly.  It's usually a good idea to
    keep a 1 or 2 of these guys in bunkers if you're fighting against zerg or a
    protoss player that likes zealots and dark templars a lot.
    
    Strategies to use with this unit: Bring these bad-boys along with some marines
    to have yourself some zergling ka-bob.  Light up and melt through them like a
    hot iron through butter.
    
    Firebats are useless by themselves, if you find yourself with a pack of
    firebats and no support you might want to find a way to get a few troops to
    support them as they're sitting ducks for nearly any distance attackers or air
    units.
    
    -------------------------------------------------------------------------------
                                          Ghost
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Science Facility w/ Attached Covert Ops
    Mineral Cost: 25
    Gas Cost: 75
    Base Attack: 10
    Hit Points: 45
    Supply Used: 1
    Best unit to use against: Lone units that can be picked off.
    Best unit to defeat this unit: A detector + Any attacking unit or two.
    Best unit to Co-unit to use with this unit: None.
    
    Description: Ghosts are good for two things, lone wolf nuclear strikes and
    cloaked sniping, and preventing mech attacks.  The Ghosts do this with their
    two skills learned, or purchased.
    
    - Lock down - This will freeze any mech unit for a time of around 30-60
    seconds.  Usually enough to blast the hell out of it.
    
    - Nuke Strike - This will paint a target (best to use at the enemies command
    center/ Hive / Nexus).  Then after around 30 seconds that feels like 5 minutes
    the nuke will launch from your command center (add-on needed for it) and blow
    the painted target away.  Now once you choose to paint, you can only stand and
    watch or abort and run.  Once the painting is finished you must RUN LIKE HELL
    if you want to keep your ghost.  I once had a ghost that performed 7 Nuke
    strikes before he was slain on the way back to the base, on the kill counter it
    read 138, "CAN YOU DIG IT?" (Cookie if one of you youngins can tell me where
    that quote comes from.)
    
    
    Strategies to use with this unit: The best thing to do is to create a few
    ghosts and stick them all in different directions, then set them on hold
    position, with one actually doing the nuking.  The enemy will have to pick and
    choose killing precious time.  You could also do the super-evil make 6 nukes
    and aim them all at the same time at the same area.  Great for a forth of july
    blast. HAPPY INDEPENDENCE DAY SUCKA!, though that kind of seems cheesy, the way
    that the movie "Independence day" was cheesy.  That script was doomed from the
    start, though Will Smith's great acting didn't help it any either.
    
    -------------------------------------------------------------------------------
                                         Vulture
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Factory
    Mineral Cost: 75
    Gas Cost: 0
    Base Attack: 20
    Hit Points: 80
    Best unit to use against: Ground units
    Best unit to defeat this unit: Air units
    Best unit to Co-unit to use with this unit: Bunkers and siege tanks
    
    Description: The vulture is better off suited for defense and for scouting as
    it has a ranged attack, but can only hit ground units like the siege tank.  It
    works much better than a siege tank as the splash damage is much smaller (if at
    all) on your allied units and any allied buildings around.  This is even truer
    if there is zerglings or firebats or zealots attacking a bunker.
    
    Strategies to use with this unit: One of the better things about the vultures
    is the spider mines, problem is you only get three.  Well, while scouting with
    a vulture plant a spider mine or two in choke points to insure a surprise to
    enemies later.  I would defiantly not recommend using spider mines in your own
    base because the splash damage is huge.
    
    -------------------------------------------------------------------------------
                                        Goliath
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Armory
    Mineral Cost: 100
    Gas Cost: 50
    Base Attack: 12 ground / 20 air
    Hit Points: 125
    Best unit to use against: Air units
    Best unit to defeat this unit: Ground units
    Best unit to Co-unit to use with this unit: Siege Tanks
    
    Description: Goliaths are these cool mech units, though they are best used as
    mobile missile launchers, they don't detect anything so don't rely on them as
    permanent stations.
    
    Strategies to use with this unit: Goliaths are support units for your siege
    tanks so that way the STs don't take too much damage trying to attack melee
    units and they aren't as vulnerable by air.  Goliaths are also real cheap to
    build up as missile turrets while you focus on building an army.  Keep a few
    around for defense nearly anytime just in case your opponent wants to get his
    nice air fleet shot down.
    
    -------------------------------------------------------------------------------
                                      Siege Tank
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Factory w/ attached machine shop
    Mineral Cost: 150
    Gas Cost: 100
    Base Attack: 30 regular/ 70 in siege mode
    Hit Points: 150
    Supply Used: 2
    Best unit to use against: Installations (Bunkers, Sunken colonies etc)
    Best unit to defeat this unit: Air units
    Best unit to Co-unit to use with this unit: Goliaths
    
    Description: The siege tanks have two purposes, defense and leveling enemy
    buildings.  Most people use them together with some bunkers and missle turrets
    in choke points to ensure an enemy has a really tough time passing through, and
    usually they work pretty well.  As for attacks they can certainly be a double
    edged sword.  The best time to use them is to open up crowded choke points,
    then you let in your other units to take care of the enemy units inside the
    base, after that you can use your siege tanks to mop up the buildings.
    
    Strategies to use with this unit: Siege tanks excel in defensive mode.  They
    can be parked a row or two behind a row of bunkers to just hammer away at the
    approaching enemy.  As for offense they are best suited as can openers and to
    mop up.  Though if the map has cliffs siege tanks make for a nice surprise as
    the ground units can only see up on cliffs if the enemy attacks, allowing you
    to pick and choose your battles.  Though make sure you have some anti-air ready
    to defend or you might get raped by some air-bourn patrols.
    
    ===============================================================================
    
                                      Air Units
    
    ===============================================================================
    The Terran air force is pretty weak, and its best suited for guerilla attacks
    and stealthy sneak attack ambushes.  If you aren't a fan of the hit and run
    style of attack you'll probably want to keep your force on the ground and
    invest in some goliaths for your anti-air needs.
    
    -------------------------------------------------------------------------------
                                      Transport
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Star port
    Mineral Cost: 100
    Gas Cost: 100
    Base Attack: N/A
    Hit Points: 150
    Supply Used: 2
    Best unit to use against: None
    Best unit to defeat this unit: Any unit that can attack air units
    Best unit to Co-unit to use with this unit: Wraiths
    
    Description: Transport units with this unit.  Isn't that pretty self
    explanatory?
    
    Strategies to use with this unit: Transports open up a few new opportunities
    for guerilla combat.  See on some maps with a choke point and 1 or 2 entrances
    to a base the enemy will pile up defenses there.  A transport can fly right
    into the heart of a base a drop off troops to attack from the inside.  Then the
    enemy may just peel off some of it's entrance defenses, allowing you to use a
    large force to crack open the base.  Though you should try this with an
    expendable force to make sure the enemy will peel away his defenses.
    
    The other great thing you can do with a transport is to drop units off on
    cliffs.  As other ground units can't see them unless they are attacking they
    have almost no chance of survival causing them to flee.  Though make sure you
    have some air defenses around or you could get nailed.
    
    -------------------------------------------------------------------------------
                                     Science Vessel
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Science Facility.
    Mineral Cost: 100
    Gas Cost: 225
    Base Attack: N/A
    Hit Points: 200
    Supply Used: 2
    Best unit to use against: Zerg swarms and protoss defenses
    Best unit to defeat this unit: Units that can attack the air
    Best unit to Co-unit to use with this unit: another science vessel
    
    Description: The Science vessel is a great unit for scouting and for guerilla
    attacks. It also serves as a great support during an attack and as a great
    opening attack.  It uses three abilities:
    
    - Defensive matrix - This creates a super strong force field around a selected
    unit, makes the unit tough to go down.
    
    - Eradicate - Poison gas that attacks biological unit, great against zerg
    swarms.
    
    - EMP Blast - IF you've ever seen ocean's eleven this is just like the "Pinch"
    they used.  In other words it nulls the shields of protoss.
    
    Strategies to use with this unit: Guerilla war-fare baby.  There is one good
    strategy for each ability, I'm sure there is way more though, send them to me
    (even if it's for a different unit).  For the defensive matrix you can plant
    one on a battle cruiser then use the cruiser to yamoto gun something important,
    like a command center/nexus etc.  When it comes to eradicate, big zerg swarm
    knocking on your front door?  3-4 Science vessels casting eradicate will turn
    the tables rather quickly.  The last one, the EMP blast should be pretty easy
    to use, if the protoss enemy has hunkered down with those little annoying
    photon cannons everywhere, send them one of these then let fly with the attack
    to quickly level them.
    
    -------------------------------------------------------------------------------
                                    ***Valkarie***
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Armory
    Mineral Cost: 250
    Gas Cost: 125
    Base Attack:  10
    Hit Points: 200
    Supply Used: 3
    Best unit to use against: Carriers, Overlords, Battle Cruisers
    Best unit to defeat this unit: Goliaths, hydralisks, dragoons.
    Best unit to Co-unit to use with this unit: Wraiths, battle cruisers.
    
    Description: The Valkarie isn't really a stand-alone unit, unless you're attack
    an enemies group of overlords that are all stored in one place.  Any other time
    the valkarie is best suited for support and fire fighting.
    
    Strategies to use with this unit: Attack your enemies' overlords if they are
    all staged in one place.  Aside from that keep one or two on hand to fire-fight
    any enemy air-units that appear un-expectedly.
    
    -------------------------------------------------------------------------------
                                        Wraith
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Star port
    Mineral Cost: 150
    Gas Cost: 100
    Base Attack: 8 ground, 20 air
    Hit Points: 120
    Supply Used: 2
    Best unit to use against: Air borne enemies or ground units that can't fire
    back
    Best unit to defeat this unit: Goliaths, Valkaries, Corsairs, Devourers.
    Best unit to Co-unit to use with this unit: Battle Cruiser, Valkaries
    
    Description: Wraiths are the staple of your air force, they're best used for
    three different operations: Hit and run, Defense and support.
    
    Strategies to use with this unit:  As said before this unit is good for 3 basic
    operations:
    
    The first is covert attacks, if you research the cloak feature, you can spring
    a surprise attack on an enemy base without detectors.  This is great for hit
    and run attacks on enemy swarms that are staging an attack right before they
    launch at your base.  They are also good for slipping in and destroying an un-
    guarded overlord that is spying around.
    
    Next there is the defensive roll.   The Wraith is an excellent tool for defense
    in that it can patrol your perimeters to make sure no transports sneak into
    your base, and 3-6 wraiths is a hell of a lot cheaper then building a perimeter
    of missile stations.  A wraith or two is also handy after you've expanded your
    base into some other resource nodes, a wraith can fly right to hot spots and
    help put out fires, I suggest keeping a hand full flying around at all times.
    
    Lastly, there is as support.  Battle cruisers are big and expensive, they're
    also slow as hell, making them sitting ducks unless you have some support.
    Basically what you'll want to do is get about 3-6 wraiths and group them, then
    Right-click on the battle cruiser (I think this is how it's done..) and the
    wraiths will automatically follow the battle cruiser wherever it goes.  This is
    the best way to support a battle cruiser without letting the wraiths get away
    from it, or having to sit there "flying" the wraiths yourself.
    
    -------------------------------------------------------------------------------
                                       Battle Cruiser
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Science Facility with attached physics lab
    Mineral Cost: 400
    Gas Cost: 300
    Base Attack: 25 air and ground
    Hit Points: 500
    Supply Used: 8
    Best unit to use against: Stationary air-defenses
    Best unit to defeat this unit: Scourges
    Best unit to Co-unit to use with this unit: Wraiths
    
    Description: The Battle Cruiser is basically a really big fucking gun.  A
    really big fucking gun that can fly.  The Yamato cannon is the most powerful
    attack in the game, leveling air-defenses with one shot.  If you have a fleet
    of Battle Cruisers you can take out all the enemies stationary defenses in mere
    seconds.
    
    Strategies to use with this unit: There really isn't much strategy to using
    this unit, basically it's point click shoot, retreat and allow lesser units to
    do the main-stay of the attacking.  Also, make sure you have at least 3 wraiths
    per battle cruiser, yes that seems like a lot, but if the zerg send some
    scourges at you, the wraiths will catch most of them, and take the damage from
    the rest of them.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    
                                      P R O T O S S
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    The protoss battle philosophy is much like zerg, but slightly different.  The
    Protoss believe more in technology then they do in brute force.  All of their
    units are much, much better than every other teams units, but they are more
    costly meaning that you have to be great at resource management, or you have to
    be playing on an unlimited resource map.  While they are much more powerful,
    they still seem to have great swarming attacks, especially with a group of
    carriers.  One thing that sets the protoss apart from the other 2 races is that
    they don't regenerate and they can't be healed, they do however have shields,
    which recharge and can be recharged at shield batteries.  The shields also tend
    to regenerate quicker than the zergs health which gives you a good advantage,
    plus the shields usually double the amount of punishment a protoss unit or
    building can take.  When you add in the fact that you can upgrade both shields
    and armor for the protss, you have a rather mighty force when fully upgraded.
    
    One other thing about the protoss is that more than any other race they love
    their abilities and upgrades.  Most of your strategies with the protoss should
    involve these magic users, and if they don't you're probably playing the wrong
    race.  For example a templar's psionic storm can devastate an army of advancing
    organic units.  Or the Dark archons mind control, how cool is that, with a dark
    archon you can build units from every race if you can capture an SCV and a
    Drone.  Though it's tough to build zerg as protoss and terran can't build on
    creep.  Also they don't share the same food source which is kind of bothersome,
    but when you have siege tanks, carriers and ultralisks knocking on an enemies
    gates he's sure to suddenly "Have to help his mom with groceries", making the
    hassle well worth it.
    
    ===============================================================================
    
                                         Land Units
    
    ===============================================================================
    As you might expect the protoss land force is superior in nearly everyway.
    Problem is, they're much more expensive so you'll need to really be whoring up
    the resources to make them in any amount of numbers.  They are of course well-
    worth it.  Of course it does help if you build a shield battery near where your
    defensive units will be standing, that should increase the length of your units
    largely.
    
    -------------------------------------------------------------------------------
                                           Probe
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Nexus
    Mineral Cost: 50
    Gas Cost: 0
    Base Attack: 5
    Hit Points: 20
    Shield Points: 20
    Supply Used: 1
    Best unit to use against: Mineral Patches
    Best unit to defeat this unit: Anything that can fire
    Best unit to Co-unit to use with this unit: Photon Cannons
    
    Description: The probes are what you're going to use to harvest your resources
    as well as open warp gates, which will bring buildings in.  Of course you need
    to have a pylon in close proximity to warp in buildings.
    
    Strategies to use with this unit: Probes are much more useful then SCVs or
    Drones, as the warp gates bring in buildings so you don't have to sit and wait
    for them to finish building.
    
    -------------------------------------------------------------------------------
                                           Zealot
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Gateway
    Mineral Cost: 100
    Gas Cost: 0
    Base Attack: 16
    Hit Points: 80
    Shield Points: 80
    Supply Used: 2
    Best unit to use against: Hydralisks, marines
    Best unit to defeat this unit: Zerglings, firebats, air units
    Best unit to Co-unit to use with this unit: Dragoons
    
    Description: The zealot is the staple of your army, they are also the strongest
    of the ground units that you can produce minutes into the game.  These will
    probably be the troops you build the most.
    
    Strategies to use with this unit: Basically you should rush with zealots, if
    you rush anything.  Also use these right off the bat to defend against rushes
    and to do a little searching about the map.  It's usually good to at least find
    one of your enemies as it will save you time when you have your armies built
    up.
    
    -------------------------------------------------------------------------------
                                          Dragoon
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Cybernetic core
    Mineral Cost: 125
    Gas Cost: 50
    Base Attack: 20
    Hit Points: 100
    Shield Points: 80
    Supply Used:2
    Best unit to use against: Air units, fire bats, marines
    Best unit to defeat this unit: Zerglings
    Best unit to Co-unit to use with this unit: Zealots
    
    Description: The dragoon is the first unit the protoss can get that can fire at
    air units.  Also dragoons act as mobile photon cannons, as they have pretty
    much the same stats as one, plus you can upgrade them, they're also a bit
    cheaper.
    
    Strategies to use with this unit: Dragoons make for great defenses as if there
    is an observer near by they have the same attack, and hit points as a photon
    cannon.  Though they have smaller shields (by 20), they can be upgraded, and a
    shield battery can repair them.  So they can be moved from start-up base to
    start up base until you have the permanent photon cannons set up.
    
    -------------------------------------------------------------------------------
                                        High Templar
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Templar Archives
    Mineral Cost: 50
    Gas Cost: 150
    Base Attack: N/A
    Hit Points: 40
    Shield Points: 40
    Supply Used: 2
    Best unit to use against: Large groups of units, and as support
    Best unit to defeat this unit: Anything
    Best unit to Co-unit to use with this unit: Zealot with upped leg speed.
    
    Description: The high templar is the magic user of the protoss, he has the
    following abilities:
    
    - Psionic Storm - This is a lighting storm that causes damage to all units
    unlucky enough to be in it.
    
    - Hallucination - Creates a mirages of the units you cast this on, great for
    using nuke strikes if you happen to ally with a terran.
    
    - Spawn Archon - Merges two high templars into the destructive being known as
    an archon.
    
    Strategies to use with this unit: Ambushes are key with this unit, run a zealot
    into a zerg base, then run him toward a pack of templars, then have the
    templars cast psionic storm.  As already said you can cast hallucination on a
    terran ghost right before a nuke, delaying your opponents from catching the
    right one.  And if all else fails, merge into an archon.
    
    -------------------------------------------------------------------------------
                                     ***Dark Templar***
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Templar Archives
    Mineral Cost: 125
    Gas Cost: 100
    Base Attack: 40
    Hit Points: 80
    Shield Points: 50
    Supply Used: 2
    Best unit to use against: Zerglings, Marines, probes
    Best unit to defeat this unit: Air units
    Best unit to Co-unit to use with this unit: Another Dark Templar
    
    Description: Dark Templars, Hoohoo baby these things are bad ass.  If you've
    ever played the original campaign in starcraft you may have remembered a few
    missions where you could play with one or two of these bad-boys.  Well now you
    can actually build armies of your own.  I like to think of the Dark Templars as
    Ninjas of the future, as they have the cool shinobi scarves, they're always
    cloaked and they have huge bad-ass swords.
    
    Strategies to use with this unit: Send in a few dark templars to a start-up
    base or punish a base that doesn't have detectors.  Either way, dark templars
    will fuck up a base in no time flat.
    
    -------------------------------------------------------------------------------
                                          Reaver
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Robot Support Bay
    Mineral Cost: 200
    Gas Cost: 100
    Base Attack: 100
    Hit Points: 1000
    Shield Points: 80
    Supply Used: 4
    Best unit to use against: Ground based defenses and buildings
    Best unit to defeat this unit: Air units, zerglings
    Best unit to Co-unit to use with this unit: Dragoons
    
    Description: The reaver is the protoss version of a siege tank, though it's a
    bit different.  Basically it launches out really quick scarabs that explode on
    impact causing large damage.  The downside is you have to pay for each scarab
    and they take time to build.
    
    Strategies to use with this unit:  Grab a shuttle plus two of these fully
    stocked and drop them in the middle of an enemy base.  It's sure to do more
    damage to them then it will have hurt your bank building the reavers.  You
    could also send them to attack the enemy's defenses as they have a longer range
    than photon cannons, sunken colonies and marines in bunkers.
    
    -------------------------------------------------------------------------------
                                          Archon
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Templar Archives
    Mineral Cost: The Cost of 2 high templars
    Gas Cost: The cost of 2 high templars
    Base Attack: 30
    Hit Points: 10
    Shield Points: 300
    Supply Used: 4
    Best unit to use against: Anything
    Best unit to defeat this unit: Siege tanks
    Best unit to Co-unit to use with this unit: An attack army
    
    Description: The archon is easy the assault weapon of choice for most protoss
    players.  I've been in games where I see conveys 10-20 deep of just archons.
    Basically this thing is a big ball of energy that hits air and ground units
    with the same effectiveness.  Their only downfall is EMP blasts, as they can
    render a fleet of archons worthless.
    
    Strategies to use with this unit:  This unit doesn't really have strategies,
    it's basically good for offense, or defense as it can attack air and ground
    units, it's your basic utility player.  It goes where it's needed and does just
    about any task.
    
    -------------------------------------------------------------------------------
                                    ***Dark Archon***
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Templar Archives
    Mineral Cost: The cost of 2 dark templars
    Gas Cost: The Cost of 2 dark templars
    Base Attack: None
    Hit Points: 25
    Shield Points: 200
    Supply Used: 4
    Best unit to use against: High priced units, Carriers, Battle Cruisers,
    Ultralisks, as well as Drones/SCVs/Probes
    Best unit to defeat this unit: Anything
    Best unit to Co-unit to use with this unit: Shuttle, and support units
    
    Description: The Dark arcon is pretty useful as you can amass armies of 400-600
    supply instead of the basic 200.  How is this possible?  Simple.  All you have
    to do is capture a SCV, Drone or Probe and start building that races tech tree.
    Easy as that. Let's get to the other abilities shall we?  The Dark Archon has
    the following abilities:
    
    - Mind control - Captures enemy units permanently.
    
    - Maelstrom - Freeze enemies within a certain area for a few seconds.
    
    Strategies to use with this unit:  Use mind control on the enemies drones or
    SCVs so that you can build up their tech tree and unleash some truly killer
    combinations of units.  Aside from that the Dark archons really aren't all that
    useful.  It's good to keep a shuttle dedicated just for the dark archon.   Also
    make sure you mind control and Overlords/Shuttles/transport ships if you can,
    as if you mind control that you also mind control all of the units inside of
    the ship.
    
    ===============================================================================
    
                                        Air Units
    
    ===============================================================================
    The protoss have a rather awesome air force that IMO is far far better than the
    enemies.  However it is necessary to look out for scourges as they can shoot
    your fleet down rather quickly.  The Protoss air-force however does have one
    major advantage over the other races air forces, numbers.  A carrier for
    example can hold up to 8 units, meaning two carriers full of interceptors
    equals 16 air borne zerglings.  These can quickly devastate an enemies base or
    units.
    
    
    -------------------------------------------------------------------------------
                                          Observer
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Observatory
    Mineral Cost: 25
    Gas Cost: 75
    Base Attack: N/A
    Hit Points: 40
    Shield Points: 20
    Supply Used: 1
    Best unit to use against: None
    Best unit to defeat this unit: Missile turrets, photon cannons, spore colonies
    Best unit to Co-unit to use with this unit: None
    
    Description: The Observer is your eyes and ears on the foreground of the
    battle.  These little babies are quite useful in watching empty resource areas
    and watching troop movement.  They also make for great scouts, every now and
    then you will find an enemy that hasn't any detectors at all, if you can fly
    your observer in, it's a pretty good bet for that.
    
    Strategies to use with this unit:  Finding bases or teams without observers
    (units that can see cloaked units).  If you see one of these bases IMEADIATLY
    build 3-4 dark templars and send them packing.  Make sure to have at least one
    templar watching in case the team builds an observer.  Aside from that, it's
    open season on their asses.
    
    -------------------------------------------------------------------------------
                                           Shuttle
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Robotics Facility
    Mineral Cost: 200
    Gas Cost: 0
    Base Attack: N/A
    Hit Points: 80
    Shield Points: 60
    Supply Used: 2
    Best unit to use against: None
    Best unit to defeat this unit: Any flying attack units
    Best unit to Co-unit to use with this unit: Reavers, Dark archons
    
    Description: The shuttle is great for moving slow units, and surprise attacks
    of sorts.  The unit can hold various amounts of troops, 8 probes, 4 zealots, 2
    archons or reavers.  There are also tons of combinations you can use.
    
    Strategies to use with this unit: Send a small expendable force at the enemies
    front gate, then take a shuttle or two full of dark templars and reavers and
    drop them in the back.  With luck the enemy will send all of his units up to
    attack the front base, while the reavers and templars destroy the base.
    
    -------------------------------------------------------------------------------
                                            Arbiter
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Arbiter Tribunal
    Mineral Cost: 350
    Gas Cost: 45
    Base Attack: 10
    Hit Points: 200
    Shield Points: 150
    Supply Used: 4
    Best unit to use against: Enemy bases
    Best unit to defeat this unit: Missile turrets, spore colonies, photon cannons
    Best unit to Co-unit to use with this unit: A Fleet of carriers.
    
    Description: The arbiter has guerilla war written all over it.  With two unique
    features:
    
    Recall -> Recall creates a warp portal.  If you have some arbiters with this
    ability and energy, it renders shuttles useless.  Since this is a better unit
    to have, don't waste your time researching or building shuttles, just hold out
    a little bit longer for arbiters.
    
    Stasis Field -> Creates a brief state of stasis around a unit (the unit will be
    frozen for a few seconds).  This is great to use against ghosts or anything
    that can take done your arbiter quick, allowing you to cast a recall spell to
    warp in re-enforcements.
    
    Now the arbiter also has the ability to cloak units that are in it's area.
    This is a pretty powerful ability.
    
    Strategies to use with this unit: 1 control group (highlight a group of 12
    units and click the control button (ctrl) and a number 1-9 (plus 0) to assign a
    hotkey/control group.  Hit that number to bring up those units).  Now 1 control
    group can hold 12 units, 2 arbiters plus 9 carriers and an observer.  This is
    just devastating to nearly anything the pathetic enemy could call "Defense".
    Plus you can always hot key another arbiter to stay in the base to cast recall
    if shit hits the fan.
    
    -------------------------------------------------------------------------------
                                           Corsair
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Stargate
    Mineral Cost: 150
    Gas Cost: 100
    Base Attack: 5
    Hit Points: 100
    Shield Points: 80
    Supply Used: 2
    Best unit to use against: Air units
    Best unit to defeat this unit: Air units
    Best unit to Co-unit to use with this unit: Air units
    
    Description: The corsair is the protoss version of the "Dog fighter" that all
    of the races got in the expansion pack.  IMO it's pretty worthless.  I rarely
    ever build these as a scout is more useful, faster and can attack ground units.
    
    Strategies to use with this unit: Build them and watch them get destroyed by an
    enemy.  That's pretty much all these are good for.
    
    -------------------------------------------------------------------------------
                                            Scout
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Stargate
    Mineral Cost: 300
    Gas Cost: 150
    Base Attack: 28 air, 8 ground
    Hit Points: 150
    Shield Points: 100
    Supply Used: 3
    Best unit to use against: Air units
    Best unit to defeat this unit: Ground units that attack the air units
    Best unit to Co-unit to use with this unit: Observers
    
    Description: I like the words of someone else's FAQ (Might have been Prima)
    "The Scout is the protoss firefighter, it goes from hot-spot to hot-spot and
    works in nearly any situation" (or something like that).  That's basically what
    it is, Build a bunch of these babies because they work in tons of positions.
    
    Strategies to use with this unit: Use this unit to put out hot spots, it works
    best that way.
    
    -------------------------------------------------------------------------------
                                           Carrier
    -------------------------------------------------------------------------------
    Buildings Needed to produce: Fleet Beacon
    Mineral Cost: 350
    Gas Cost: 250
    Base Attack: 5 per fighter
    Hit Points: 300
    Shield Points: 150
    Supply Used: 8
    Best unit to use against: Anything
    Best unit to defeat this unit: Lots of golaiths
    Best unit to Co-unit to use with this unit: Arbiters and observers
    
    Description: Ahh.. The last unit in the faq, and my favorite in the whole game
    of starcraft.  The carrier is the bringer of doom, and the weapon of choice for
    "fukin n00bs" like myself according to some dumbass on battle.net  Anyway, the
    carrier is basically a shuttle that carries little fighter planes that swarm
    out and destroy anything in their path.
    
    Strategies to use with this unit: Get 36 carriers and finish the game.  The
    End.
    
    
    
    
    
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                                        O U T R O
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Thanks for reading this guide, remember send me e-mails about what you think
    about it or mistakes or anything that you think I should add, or to play a
    game!
    
    What follows is some thank yous, credits and an about the author.  Plus a bit
    of legal information if you're curious.
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    
                                 Ass Kissing by Happybuddha311
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    You - For reading it.
    
    Blizzard - For making this game.
    
    CjayC - For posting this.
    
    The Boys at IGN - For Posting this as well.
    
    Your mother - for the grade A sex she gave me last night >_>
    
    Maddox - For writing funny shit.  Check out his site at "maddox.xmission.com"
    
    Zoop Soul and Burning Fox - For helping me with some little decisions on
    formatting and stuff, as well as encouragement.
    
    BTB - For the format I currently use.
    
    TAY-TAY - For being a super fine interweb girl.
    
    Brian Sulpher - Cause he's a cool guy and he shares the same fate to have the
    initials "BS" like I do.  Plus he should be a motivational speaker for FAQ
    writers, talking to this guy always gets me in the mood to write. Someday, I'll
    have the most NES guides and I'll laugh at your pathetic mountain of them, much
    like Mount Everest laughs at every other puny mountain! BWHAHAH!
    
    The Following bands for making some Uber cool music for me to write to:
    311, Descendents, Operation Ivy, The Strokes, The Misfits, The Clash, Ramones,
    The Aquabats, Escaping Sobriety, Andrew W.K., T.S.O.L., Streetlight Manifesto
    and The Dead Kenndys, Mustard Plug, Motor head, The planet smashers, GWAR,
    Ludo, The Mars Volta and so many others.  Check all of them out because they
    rock hard.
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    
                              A B O U T  T H E  A U T H O R
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    (Correct as of June 5th, 2004)
    
    Hello, thank you for reading this guide.  If you cared enough to read this far,
    I might as well entertain you.  I'm a 17 year old Virgo who has graduated from
    high school.  In my spare time I like to work at the ice rink, write some
    stories, and surf the internet, you can find me on the outboards
    (www.outbreakorn.com) or on a few of the various Gamefaqs boards (rare these
    days).  This will be my  FAQ and I feel that writing these has given me
    something better to do then watch the stupid shit that's on TV these days.  I
    hope you enjoyed reading this as much as I did writing it.
    
    
    
    
    -------------------------------------------------------------------------------
    
                                      Legal Stuff
    
    -------------------------------------------------------------------------------
    
    This FAQ is for personal use only. You can print it or parts of it for that
    reason only. Do not copy any part of this document and claim it as your own or
    you will be guilty of plagiarism, which is punishable by law. If you post it on
    your site without giving me full credit, publish it, use it in any kind of
    promotional way, or use it in any way for personal gain (i.e. a pay only site),
    civil and/or criminal charges can and will be pressed against you. The newest
    version of this FAQ can always be found at www.GameFAQs.com and Ign.com and if
    you see this anywhere without credit to me please let me know. This document is
    (c)Ben Semisch AKA Happybuddha311; 2002 - 2003
    
    (Thanks to Laura (L621) for letting me borrow her copyright info)
    *******************************************************************************
    If you would like to host this guide, just give up, there is no way I'm going
    to let you host it.  If you steal it, that is theft and I will pursue you in
    the court of law.  It'd be real nice to have a new car, so if you think I'm
    joking, go ahead and try posting this guide on your site without my permission.