Starcraft 2 Strategie


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Starcraft 2 Strategie

StarCraft II: Legacy of the Void ist ein eigenständiges Erweiterungspaket für das militärische Science-Fiction-Echtzeit-Strategiespiel StarCraft II: Wings of Liberty und den dritten und letzten Teil der von Blizzard Entertainment entwickelten. Tipp 4: Protoss-. Für diese Strategien gibt es ziemlich viele Build-Orders. Wenn man jetzt Anfänger ist und erstmal auf einen gute Order oder so aus ist, scheitert meistens an der.

Starcraft 2: Einsteiger- und Profitipps - Terraner

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StarCraft 2: Terran BUILD ORDER!

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Wenn Sie sie erkennen, können sie durch Sonden leicht zerstört werden. 1: Großangriff geplant? Habt einen Plan B. Operiert mit einem offensiv/defensiven Mittelfeld. Tipp 3: Nicht einbunkern, lieber Multi-Basen hochziehen. Tipp 4: Protoss-. This page was last edited on 25 November , at Text/code is available under thequietvillage.comes for other media varies. One very popular Starcraft 2 strategy that new players can easily execute is the timing push. The timing push is simply an attack that takes place at a time that is beneficial for you. For example, let’s say that you are researching a +1 armor upgrade early in the game. From Liquipedia StarCraft 2 Wiki General 2v2 strategy involves collaboration and effective communication (preferably through voice chat) in order to react uniformly to scouting information, devise battlefield tactics, and plan strategy. Wage war across the galaxy with three unique and powerful races. StarCraft II is a real-time strategy game from Blizzard Entertainment for the PC and Mac. HISTORY StarCraft 2 – STRATEGY SO STUPID IT WORKS | ICYFAR G2 Historical Re-enactment. Posted on 12/09/ 12/09/ by apho 09 Dec.

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Unit Statistics Building Statistics. Zerg Zerg Units. Featured Strategy Article edit. First Overview of HotS Zerg [ edit ].

Read more Contributors' Help edit. Most of the Zerg Strategy builds need work! DO NOT expand without adding fixed defenses.

At the very least, slowing down an opponent's attempt to deny expansions can give you time to call for help, and possibly even crush the opponents' combined army while they are in your territory and far from their own reinforcements.

I don't know how many times I've turned around a big army by rushing Zerglings into the opponents' main, or an expansion. Best of all, if the opponents are controlling their armies separately, you have a good shot at dividing the combined army and then killing the smaller army with the help of your allies.

If your opponents don't build fixed defenses, or even just a good wall, more opponents simply means more targets. Cheese If you die to cheese in a 3v3, you probably deserve it.

In this guide I will give detailed information for Terran players to counter every Starcraft 2 Zerg units.

Please keep in mind that this is a general terran unit strategy guide, it is based on pure unit statistics. So you must adapt depending on the situation in-game.

My point is, adapt this information to your game depending on the situation, you can't always produce the best unit counter in time, so sometimes you'll have to go for 2nd or 3rd best.

Even better, with their incredible movement speed, they can fire and run away unscathed with proper micro, making the hellion the best Terran counter vs Zerglings.

This means that with no upgrades, they will need only 2 attacks to kill a Zergling. Generally, Terran players will simply wall off their entry point quickly with their first barrack and a supply depot.

Then place a few marines behind and shoot away while the poor Zerglings will try to chew at your buildings to enter. Back to the Top. Which means that they can take out a Queen quickly, without taking a single damage as long as they remain cloaked.

Not to mention, Queens do very poor damage versus ground units. Reapers - With their excellent mobility and bonus vs light units, reapers are great to harass drones and queens.

Climb the nearest cliff, take a few shots at the Queen, if she runs away, take out some drones and run away if your opponent sends a heavy force against you.

Rinse and repeat and keep pressure on your opponents economy and on his queen. If you manage to take out a queen early with your reapers, this will be a huge step back for your opponent.

Even better, if your opponent has his drones and queen run away, simply attack his hatchery. Reapers do crazy damage against buildings, don't forget that.

Mara uders - With their long range and their concussive shots, Marauders can easily take out a Queen without leaving her a chance to run for cover.

A couple of marauders combined with a bunch of reapers is the ideal early queen gank squad. Timing pushes are also frequently used in conjunction with expansions.

Sending out an attack while you are building your expansion is often a good idea. It makes it harder for your enemy to expand, makes it less likely your opponent will be able to scout your expansion, and prevents the enemy from attacking your expansion without warning.

New players rarely rush because rushing can be very risky. If you rush out and attack you may win - but you may lose. There is an immediate chain of events that is easily to recognize.

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Masters Clash Champ. Siege Tanks in the open field are very vulnerable to being flanked by melee units like Zerglings and Zealots as well as air units like Mutalisks or Banshees.

Widow Mines on the other hand do great when positioned far behind your army, particularly if you are using bio forces. The splash damage from Widow Mines can deal massive damage to your bio army, so it is best to keep some distance between the two when possible.

When you are ready, you can use Stimpack to run away from your enemy's forces, running over top of your Widow Mines, and completely passing them before stopping.

If your opponent bites, their army will walk right over top of your mine field! A very popular Terran strategy in Heart of the Swarm is to open with a fast Reaper.

You may kill a few enemy workers with a fast Reaper if you have good micro, particularly at the low level, but among top players, getting more than Drone kills with a Reaper opener is rare.

Instead, the early Reaper serves to provide scouting information and map control for the Terran. Reapers are very fast, and when microed, can defeat a Marine, a Zealot, any worker, or several Zerglings in combat.

This allows the Reaper to pick off all early scouting units that your enemy could possibly produce. The Reaper is also very fast and can jump up and down cliffs.

Once you take down your enemy's scout, you can get a full scout of your opponent by jumping up into their base and then using your Reaper to scout every nook and cranny of the opponent's base, ignoring their units that are inevitably trying to chase down your Reaper as you scout.

You can then pull the Reaper back to the Xel'Naga Tower and continue to pick off any scouting units that pop into your vision on the mini-map.

With the release of Heart of the Swarm, Hellbat drops have become very common, and for good reason. Hellbats deal splash damage and can two-shot workers thanks to their bonus damage to light units.

A mineral line can be cleared out by two Hellbats in less than 10 seconds, resulting in a devastating blow for the opponent.

Most players ranked in the Gold league or higher have seen Hellbat drops so many times now that Hellbat drops are easily defended if you just perform a single drop during downtime.

Instead, you need some sort of distraction to attract the enemy's attention so that your Hellbats get more uptime before the enemy pulls his workers away.

The easiest way to engineer a distraction is to just use multiple drops at the same time. This is called a "dual-prong" or "multi-prong" drop.

If the opponent has a main base and a natural expansion, send 1 Medivac to the main to unload 2 Hellbats and send 1 Medivac to the natural expansion and unload 2 Hellbats.

You ideally want there to be a couple seconds of lag between the two drops. This gives your opponent a few seconds to shift his attention to the main, making it easier for him to miss the second drop.

If you perform the drops at the same time, both events will appear on the mini-map at the same time, and your opponent will be more likely to realize what is really happening.

Regardless of the timing, it does take time for your opponent to send units to both bases to clean up the attack as well as micro both sets of workers away, so a dual-pronged drop is always more effective than just a single drop!

Another way to distract your opponent is to move out with your main army. If you move your primary forces to the center of the map and start edging your Siege Tanks forward like you are ready to attack, your opponent's attention will be focused on responding to your advances.

They will arrange their troops to counter your movements, pulling out all their forces from their deep bases and moving their units to the front lines.

This makes the main and natural very vulnerable to drops. If you actually attack in the center, the opponent's attention will certainly not be focused on your drop.

If you trade armies or even get away with small losses in the center of the map, oftentimes you can come out way ahead if you executed a dual-pronged drop during the chaos of battle.

The reason Hellbat drops are so effective though is that they are so cheap to pull off. Hellbats only cost minerals a piece.

Two Hellbats and a Medivac only runs minerals and gas total. For two drops, this is minerals and gas. Given that you can typically save the Medivacs even if the Hellbats die, you are only risking minerals per drop.

Starcraft 2 Strategie
Starcraft 2 Strategie
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