                                                                       
    /\                  /\                            /\/\                /\       
\  /  \            /\  /  \          /\              /    \  /\          /  \/\    
 \/    \          /  \/    \        /  \      /\    /      \/  \    /\  /      \  /
        \    /\  /          \/\  /\/    \    /  \  /            \  /  \/        \/ 
         \/\/  \/              \/        \  /    \/              \/                
                                          \/                                       
                                                                                   
                   - start of part 2 of this faq -                     
                                                                       
                                                                       
                                                                       
By gaining access to this faq you agree to the following terms:                    
                                                                                   
___________________________________________________________________________________
===================================================================================
||                                                                               ||
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||     liable for any harm that anybody thinks came from reading this faq.       ||
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||                                                                               ||
===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                       
                                                                       
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%                                 %
% MISSION 7: "THE CULLING"        %
%                                 %
%            Primary Hive Cluster %
%            Planet Char          %
%            One hour later       %
%                                 %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                       
Objectives: Eradicate every last remnant of the Garm Brood.
                                                                       
Briefing:
                                                                       
Kerrigan- (with no one else)
               _____________________________________                   
              |                                     |                  
              | Insufferable Protoss coward!        |                  
              | Tassadar cannot evade my wrath      |                  
              | forever! I shall find him and...    |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
Daggoth- (with Kerrigan)
               _____________________________________                   
              |                                     |                  
              | Kerrigan, Zasz is dead!             |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
Kerrigan- (with Daggoth)
               _____________________________________                   
              |                                     |                  
              | Oh? It is a pity that Cerebrates    |                  
              | cannot truly be killed. I expect    |                  
              | that the Overmind will reincarnate  |                  
              | him soon.                           |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
Daggoth- (with Kerrigan)
               _____________________________________                   
              |                                     |                  
              | No, he will not! The Protoss have   |                  
              | devised some new attack. An attack  |                  
              | powerful enough to nullify our      |                  
              | reincarnation and give pause to the |                  
              | Overmind itself!                    |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
Kerrigan- (with Daggoth)
               _____________________________________                   
              |                                     |                  
              | So. Tassadar's plan was merely a    |                  
              | diversion. I should not have        |                  
              | underestimated him so.              |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
Daggoth- (with Kerrigan)
               _____________________________________                   
              |                                     |                  
              | Without its master, Zasz's Brood    |                  
              | has run amok and even now           |                  
              | threatens the Hive cluster.         |                  
              | Cerebrate, you must eradicate the   |                  
              | rampaging Brood and stem any        |                  
              | further damage it might cause. I    |                  
              | shall deal with the Protoss myself. |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
message-
               _____________________________________                   
              |                                     |                  
              |                                     |                  
              |          End of Briefing.           |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
Comments: What did I just tell you! Zasz will die!! I was right! (not
          exactly what I expected, but still, I was right!)
                                                                       
Starting line-up: 4 Overlords
                  4 Drones
                  8 Hydralisks
                  4 Mutalisks
                                                                       
Comments: There may be no buildings for you at the start of the mission,
          but at least you gots four of them builders (the Drones) AND
          an enemy base (Zerg Base #5 in the map below) waiting to be
          overrun is just to your north. Go there now and attack with
          your Hydralisk-Mutalisk combo. Destroy everything in sight,
          EXCEPT the enemy's Creep Colony. As long as you don't kill it,
          it would provide us with all the Creep we'll need. Now set your
          base up and gather enough resources to get you started. Aim
          for an army of Hydralisks. Upgrade your Overlords so that they
          could load all your Hydralisks up. Why?
          Take a look at my map:
                                                                       
                                                                       
 _____________________________________________________________________ 
| /####/   GAS       MIN    /***-GAS-******-MIN-***|           \####\ |
|/###/      _______________ \*****              ***|             \###\|
|\####\_    |ZERG BASE #1 |  \****-ZERG BASE #2-***/       Sp  _/####/|
|  \####\_  |-------------|    \**              */           _/####/  |
|    \####\_ Sp_                 \*************/   CrC _   _/####/    |
|      \####\_/#\                  \-Sp- -Sp-/        /#\_/####/      |
|        \######/  Sn_               \*****/     _    \######/     __/|
|                  _/#\ Sp             -><-     /#\_         Sn  _/###|
|_           -><-  \###\____  Sp           ____/###/            /####/|
|#\_      Sn         \######\____     ____/######/    Sn        |#/__/|
|###\_                   \#######\   /#######/         _          /***|
|\####\_______   Sn          \#/       \#/          __/#|        M  \*|
|  \##########\_      Sp                     Sp  __/####|___     I  |*|
|\_  \##########\      _                      __/#####/_/**/     N _/*|
|**\_   \#######/    _/#\_   Sn     Sn     __/######/_/**/        /***|
|****\__            |#####\_           /\_/#######/_/**/  GAS     |***|
|*-GAS-*\_          |#######\_        /########/__/**/   ______   \***|
|*-Sn-****\_        |#########\      /####|\##\/***/    |      |    \*|
|-Sp-**-Sp-*\       \#########|        |##| |\__\ \_    | ZERG |     /|
|*****-Sn-**|         \#######|        |##| |** -><-\   | BASE |     M|
|****-Sp-***/           \#####|       _|##\_\**     |   |  #3  |     I|
|**/ \****/      _      _/####/       \#####\_\*****\   |______|     N|
|*/   \*/       /#\   _/####/           \#####\_\****\_             _\|
|              /###\_/####/               \#####\_\****\          _/**|
|                \######/                   \#####| |**|        _/****|
|                  \##/                       \###| |**|       /******|
|__                               __            \#/ /**/         \****|
|**\___                         _/##\_                             \**|
|******\___                   _/######\_                           |**|
|**********\___              /##########\                          |**|
|_ \***********\___          \##########/                         _/**|
|#\_ \*************\           \######/                 ___      /****|
|###\ |***********>>> _          \##/                  /***\     |****|
|\##/ /*********/  __/#\                        _______  _\*\    |****|
|\___/*******/  __/#####\__                ____/######/ /***/    |****|
|************| /###########\____       ___/######/ ____/***/     \****|
|************\/###/   \#########\_____/########/ _/*******/        \**|
|*************\_           \#################/ _/******/              |
|*-MIN-**-GAS-**\               \##########/ _/****/_             __  |
|**************\__                    \##/ _/*******/             \#\_|
|***************  \__                   __/*******/              _/###|
|****  |   ***** -><-\                 /*******/                 \###/|
|**** ZERG *****     /                 \***/                      \#/ |
|**** BASE ********/                                                  |
|****  #4  ******/         GAS    MIN                                 |
|****   |  **-Sp-\_       ______________            __                |
|******************\_    |              |          /**\_            __|
|**************-Sn-**\   | ZERG BASE #5 |         /*****\__      __/**|
|*******-Sn-*********/   |______________|           \******\____/*****|
|*****************/           -><-        _________   \*************/ |
|***-CrC-*-Sn-*/                          \********\   ____\*****/___/|
|**************\               ________     \******/ _/####\_____/####|
|**************/          __  |        |   _/***/  _/#################|
|************/          _/**\ |  YOUR  |  /**/    /###################|
|********/        _  __/**/   | TROOPS |  \**\___       \#############|
|******/        _//  \***/    |________|    \****\___         \#######|
|******\_______/##\___\**\______________________\****\__________\#####|
                                                                       
                                                                       
MIN   - minerals
GAS   - vespene gas
CrC   - Creep Colony
Sn    - Sunken Colony
Sp    - Spore Colony
*     - highlands
#     - lava area
< / > - ramp
-><-  - entry point
                                                                       
                                                                       
Comments: To your left is Zerg Base #4. And since the ramp that leads
          to this base cannot be easily accessed, your only option is
          a Hydralisk drop! Enter through my entry point (marked, "-><-")
          and finish the base off from there (again EXCEPT the Creep Colony).
          Use another Overlord to drop your Drones and have them set your
          second base up. At this point we shall shift from an all-Hydra
          to an all-Mutalisk strategy. Build two Spires and a Queen's
          Nest and evolve your Lair into a Hive. You may also assault
          the Zerg outpost north of Base4 if you want more vespene gas,
          but as far as I know it is not that necessary. Anyway, continue
          simultaneously upgrading and morphing in your Mutalisks til
          you can't upgrade them no more. Evolve your Spire into what
          else but a Greater Spire then morph a third of your Mutalisk
          army into Guardians. With these units by your side (and with
          knowledge of the entry points of each base), you can take the
          rest of the enemy Zerg bases out with relative ease. Go on now
          and just do it.
                                                                       
                          ___________                                  
                         |           |                                 
                         |  VICTORY  |                                 
                         |___________|                                 
                                                                       
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%                                 %
% MISSION 8: "EYE FOR AN EYE"     %
%                                 %
%            Primary Hive Cluster %
%            Planet Char          %
%            One hour later       %
%                                 %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                       
Objectives: Destroy the Protoss bases.
            Let no Dark Templar escape.
            Kerrigan must survive.
                                                                       
Briefing:
                                                                       
Overmind- (with no one else)
               _____________________________________                   
              |                                     |                  
              | Behold, my long silence is now      |                  
              | broken, and I am made whole once    |                  
              | more. The cunning Protoss have      |                  
              | dared strike down that which was    |                  
              | immortal. For the Protoss who       |                  
              | murdered Zasz are unlike anything   |                  
              | we have faced before. These Dark    |                  
              | Templar radiate energies that are   |                  
              | much like my own, and it is by      |                  
              | these energies that they have       |                  
              | caused me harm.                     |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
               _____________________________________                   
              |                                     |                  
              | Yet shall their overweering pride   |                  
              | be their downfall. For when the     |                  
              | assassin Zeratul murdered Zasz, his |                  
              | mind touched with mine, and all his |                  
              | secrets were made known to me. I    |                  
              | have taken from his mind the        |                  
              | secret location of Aiur, the Protoss|                  
              | Homeworld.                          |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
               _____________________________________                   
              |                                     |                  
              | At long last, my children, our      |                  
              | searching is done. Soon we shall    |                  
              | assault Aiur directly.              |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
Daggoth- (with Overmind)
               _____________________________________                   
              |                                     |                  
              | For now we must ensure that the     |                  
              | Dark Templar can cause no more      |                  
              | harm. Cerebrate, you shall set a    |                  
              | trap for our foes. Kerrigan will    |                  
              | lead them to you.                   |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
message-
               _____________________________________                   
              |                                     |                  
              |                                     |                  
              |          End of Briefing.           |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
Comments: So WTF are Dark Templars!? You shall soon see, or should I say,
          find out...
                                                                       
Starting line-up: 3 Hatcheries
                  1 Creep Colony
                  2 pairs of Nydus Canals
                  5 Overlords
                  2 Drones
                  9 Zerglings
                  6 Hydralisks
                  2 Ultralisks
                  1 Kerrigan (Infested Terran)
                                                                       
Introduction: - You can move ground forces between
                colonies quickly by using the Nydus Canal.
                                                                       
Comments: Hey, your forces are scattered! Should you use the Nydus Cana;
          in order to re-group? I don't think so. You see, if you ever
          move those Overlords away from your Beacons...
                                                                       
Transmission: Daggoth - Re-position your Overlords, Cerebrate!
                        They've fallen out of place.
                                                                       
Comments: ...and when you bring them back...
                                                                       
Transmission: Daggoth - Cerebrate, your Overlords are in place. Be
                        certain that they remain there.
                                                                       
              - Keep your Overlords in position to
                detect the Dark Templar.
                                                                       
Comments: Ohhh, so Dark Templars are cloaked units!...(!)...You mean forever
          cloaked!? Hell yeah!! I can't wait to gain access to these
          units in the Protoss campaign, but first things' first. Let's
          see just how scattered our units really are:
                                                                       
                                                                       
 _____________________________________________________________________ 
| \*********************-P-*******-MIN-*/    /#/    |***** YOUR  *****|
|   \***-Ht2-**********-PC-*-GAS-*/         /#/     |*|***  BASE *****|
|-><- \****-NC1-***********>>>             /#/      |*M**-NC1 NC2-****|
|      <<<************/                   /#/       |*I********/      |
|\_  Ov   \*****/                        /#/        |*N*-GAS-/   -><- |
|**\_  2H                               /#/         |*|**>>>        __|
|****\_                                /#/          |**/         __/**|
|-P-***\                               \#\___             Ov  __/*****|
|**-PC-/  PC                            \####\___      6Z  __/********|
|**/  M  P      PC P                      \######\_        \**********|
|**|  I   PC       CC                       \######\         \********|
|**\_ N                                       \####/           \******|
|****\_            Sg                         /##/             |******|
|******\_                                    /#/              _/******|
|********\    Ob P    P RSB       __________/##\_            /********|
|*******>>>            __________/###############\_  _________   <<<**|
|******/              /############################\|         |G  |***|
|*****/               |############################|| PROTOSS |A  /***|
|*****\               \############################/| BASE 2  |S  |***|
|******\_               \###########/  \#########/  |_________| _/****|
|********\                \#######/      \#####/          MIN  /******|
|*******>>>                                                    |******|
|*******/                                                     _/******|
|*****/       _________                          _ 2H       _/********|
|****\_      |         |                        /*|   3Z  _/*-PC-*****|
|******\_    | PROTOSS |                    ___/**| Ov  _/*******-P-**|
|********\   |  BASE 1 |               ___/******/   <<<**-GAS-******|
|********|   |_________|            ___/********/_     \*/    \-MIN-/ |
|********/ M                  _____/**************\       ____  \*/  _|
|********\_ I       GAS _____/*********************\     /****\_   _/*|
|**********\_ N   _____/*************************/        <<<***\_/***|
|************\___/******************************/_  -><-   _/-Ht3-****|
|*************************************************\       /******-NC2-|
|**************************************************\_____/************|
                                                                       
                                                                       
MIN   - minerals
GAS   - vespene gas
Ht    - Hatchery
NC    - Nydus Canal
Ov    - Overlord
Z     - Zergling
H     - Hydralisk
P     - Pylon
PC    - Photon Cannon
CC    - Cybernetics Core
Sg    - Stargate
Ob    - Observatory
RSB   - Robotics Support Bay
*     - highlands
#     - lava area
< / > - ramp
-><-  - exit point
                                                                       
                                                                       
Comments: Though your main concern is preventing Dark Temlpars from reaching
          an exit point, you must still engage the Protoss bases to win.
          Start morphing in your Drones with not one but THREE Hatcheries,
          but of course you'll have to transport all Drones coming from
          Hatcheries 2 and 3 via Nydus Canal into your main base since
          it's the only area with Minerals and Vespene Gas. And while
          you're amassing a resource-gathering battalion, split the Ultralisks
          and the Hydralisks in your main base among the two outposts,
          and position Kerrigan among the Zerglings just below the said
          base. Build a Hydralisk Den and upgrade your Hydralisks while
          morphing in some more. Distribute them among your outposts.
          Stop morphing in more Hydralisks as soon as the upgrading stops.
          And as with the previous mission, shift to an all-Mutalisk
          strategy. Evolve your Hatchery into a Lair and morph in more
          Overlords. Now build two Spires and a Queen's Nest and evolve
          your Lair into a Hive. You may also assault the Zerg outpost
          west of your main base (but more accessible from your northwest
          outpost) if you want more vespene gas, but as far as I know
          it is not that necessary. Anyway, continue simultaneously
          upgrading and morphing in your Mutalisks til you can't upgrade
          them no more. Evolve your Spire into what else but a Greater
          Spire then morph a third of your Mutalisk army into Guardians.
          With even only half these units by your side, you can already
          take the rest of the enemy Zerg bases out with relative ease.
          Go on now and just do it. Destroying a Nexus for the first time
          will yield this dialougue:
                                                                       
Transmission: Kerrigan - Once again, I grow tired of slaughtering
                         your servants. Have the mighty Templar
                         lost their infallible courage?
                                                                       
              Zeratul - Well spoken, Concubine of the Zerg. But
                        though we strike at you from the shadows,
                        do not think that we lack the courage to
                        stand in the light. You would do well to
                        abandon this attack.
                                                                       
              Kerrigan - You seem overconfident of your abilities,
                         dark one. I am no helpless Cerebrate to be
                         assailed under cover of darkness. I am the
                         Queen of Blades, and my stare alone would
                         reduce you to ashes. You and your ilk
                         cease to amuse me. Prepare yourself for
                         oblivion's embrace.
                                                                       
Comments: While finishing off ALL of the opponent's Nexuses will end
          the game with this line:
                                                                       
Transmission: Kerrigan - Now, Protoss, you shall know my wrath.
                         Now you will know the fury of the Queen of
                         Blades!
                                                                       
                          ___________                                  
                         |           |                                 
                         |  VICTORY  |                                 
                         |___________|                                 
                                                                       
                                                                       
CINEMATIC: "THE WARP"
                                                                       
                                                                       
        - Tassadar and the Dark Templar Zeratul 
          survived Kerrigan's vicious attacks, but their
          Templar armies have been decimated.
          Kerrigan, left behind to hunt down and
          eradicate the remaining Protoss warriors,
          begins to scour the burning wastelands of
          Char for her elusive prey.
                                                                       
          Meanwhile, the entirety of the extended Zerg
          Swarm teleported through space-time and
          began its long awaited invasion of the hated
          Protoss Homeworld of Aiur.
                                                                       
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%                                      %
% MISSION 9: "THE INVASION OF AIUR"    %
%                                      %
%            Zerg Swarm                %
%            High orbit over           %
%            Protoss Homeworld of Aiur %
%                                      %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                       
Objectives: Bring a Drone to the Khaydarin Crystal formation.
                                                                       
Briefing:
                                                                       
Overmind- (with no one else)
               _____________________________________                   
              |                                     |                  
              | My children, the hour of our victory|                  
              | is at hand. For upon this world of  |                  
              | Aiur shall we incorporate the       |                  
              | strongest known species into our    |                  
              | fold. Then shall we be the greatest |                  
              | of creation's children. We shall be |                  
              | ...                                 |                  
              |                                     |                  
              |                                     |                  
              | Perfect.                            |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
               _____________________________________                   
              |                                     |                  
              | Yet before I can be made manifest   |                  
              | upon this world, the way must be    |                  
              | prepared. You must seize the        |                  
              | Khaydarin Crystals. For within them |                  
              | lies power undreamed of by the      |                  
              | Protoss.                            |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
               _____________________________________                   
              |                                     |                  
              | Go now, my Cerebrate. Secure the    |                  
              | crystals, and bring swift wrath to  |                  
              | all who oppose the Swarm!           |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
message-
               _____________________________________                   
              |                                     |                  
              |                                     |                  
              |          End of Briefing.           |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
Starting line-up: 1 Hatchery
                  1 Sunken Colony
                  1 Spawning Pool
                  1 Evolution Chamber
                  3 Overlords
                  4 Drones
                  6 Zerglings
                  2 Hydralisks
                                                                       
Comments: You are at the upperleftmost area in the map, and your target,
          the Khaydarin Crystal Formation, is at the lower center, and
          the shortest route towards it is going right towards the resource
          area at central north, then going straight down through all
          enemy resistance. Am I talking too fast? Or is the plan just 
          too confusing? Ohhh, you need a map! Here goes...
                                                                       
                                                                       
 _____________________________________________________________________ 
|                          _/**/ P            \~~~~~~~~~~~~~~~~~~~~~~~|
|      ______   MIN        \*/  PC            M \~~~~~~~~~~~~~~~~~~~~~|
|     |      |                                 I  \~~~~~~~~~~~~~~~~~~~|
|     | YOUR |                                  N   \~~~~~~~~~~~~~~~~~|
|     | BASE |            ____                      |~~~~~~~~~~~~~~~~~|
|     |______|  GAS       \***\_PC             GAS _/~~~~~~~~~~~~~~~~~|
|                           \***\_P              _/~~~~~~~~~~~~~~~~~/ |
|                             \***\   PF        /~~~~~~~~~~~~~~~/     |
|       Lotsa Trees           |***|   ro       /~~~~~~~~~~~~/    MIN  |
|                            _/***/   or  GAS /~~~~~~~~|              |
|_                       ___/****/ M  tc     /~~~~~~~~~|              |
|*\___               ___/******/  I   oe    /~~~~~~~~~~|              |
|*****\___       ___/*****-P-*/  N    ss                              |
|*********\_____/********-PC-*\       s                      GAS   __/|
|******************************\            ___________         __/***|
|*-P-***-PC-***-PC-****-PC-P-**|          _/***********\_    __/******|
|*-PC-**-P-*****-P-************/         /**-P-PC-*******\__/***-2PC-*|
|***********/  \*********/                 \********-PC-**********-P-*|
|*******/   MIN    \***/                      P\****-P-***-PC-**-PC-**|
|***/             PF                          rF   \******-P-*********|
|  _________      ro                          oo       \*******-P-****|
| |         |     or                          tr  _________\**********|
| | PROTOSS |     tc                          oc |         |   \******|
| |  BASE 1 |     oe                          se | PROTOSS |     M |**|
| |_________|     ss     ______        ______ ss | BASE 2  |     I |**|
|                 s ____/~~~~~/        \~~~~~\___|_________|     N \**|
|              ____/~~~~~/                  \~~~~~\____               |
|         ____/~~~~~/                            \~~~~~\____GAS       |
|GAS ____/~~~~~/                                      \~~~~~\____     |
|___/~~~~~/                                                \~~~~~\____|
|~~~~/                                                          \~~~~~|
|                                                                     |
|                               _____                                 |
|____                          /*****\                            ____|
|****\____                  __         __                    ____/****|
|*        \____         M  /*/         \*\ M            ____/         |
|* Protoss ****\        I /*/   BKCF   /*/ I           /***** Protoss |
|*  Forces ****|        N \*\         /*/  N           |***** Forces  |
|*         ****/               _____                   \*****         |
|*********/                   \*****/                       \*********|
|*******/                       GAS                           \*******|
|-MIN-**\______                                        _______/*-MIN-*|
|**************\______                         _______/***************|
|                *****\______          _______/*******                |
| PROTOSS BASE 3 ************\________/*************** PROTOSS BASE 4 |
|                ************ Protoss  ***************                |
|-GAS-***********************   Forces *******************************|
                                                                       
                                                                       
MIN   - minerals
GAS   - vespene gas
BKFC  - Khaydarin Crystal Formation
P     - Pylon
PC    - Photon Cannon
CC    - Cybernetics Core
Sg    - Stargate
Ob    - Observatory
RSB   - Robotics Support Bay
*     - highlands
~     - lake area
< / > - ramp
                                                                       
                                                                       
Comments: If you want, you can occupy the resource area east of yours
          since it does help a lot with your Guardian production. Wait,
          did you just hear Guardian? Yup, you'll be, once again, making
          use of an all-Mutalisk strategy here, and as I've mentioned
          in previous missions, evolve your Hatchery into a Lair and
          morph in more Overlords. Build two Spires and a Queen's Nest
          then evolve your Lair into a Hive. Now continue simultaneously
          upgrading and morphing in your Mutalisks til you can't upgrade
          them no more. Evolve your Spire into what else but a Greater
          Spire then morph a third of your Mutalisk army into Guardians.
          Take out the "yellow brick road" (Protoss road, actually) and
          then bring a Drone (escorted by Guardians and Mutalisks alike)
          to the Beacon beside the Khaydarin Crystal Formation.
                                                                       
Transmission: Daggoth - The Crsytal is being harvested.
                                                                       
              - 10 minutes until harvesting is complete.
                                                                       
Comments: And timer starts...now! The Protoss will be attacking your
          Guardian-Mutalisk escort squad from all directions, so you
          better be prepared. Continue morphing in more of those air
          units to take the place of those that have fallen in combat
          and you'll be fine. A handful of Zealots, Dragoons, and Reavers
          will even try to attack your base, so better leave behind your
          own handful of defenders, namely, Guardians and Mutalisks.
          Why the need for Mutalisks? Because there will be occasional
          assaults from Scouts and even Carriers, and the Guardians are
          helpless against them. And as a last resort, the Protoss will
          summon all their High Templars towards the crystal formation,
          so better keep an eye out for those and nail 'em before they
          start casting those dreaded Psionic Storms.
                                                                       
Transmission: - Harvesting complete.
                                                                       
              - Mission Objective:
                Bring the Khaydarin Crystal to the Beacon.
                                                                       
Comments: And that means the Beacon in your base, not the one you're
          seeing now. Go back there with what's left of your Guardian-
          Mutalisk escort and deal with every Protoss reinforcement
          blocking your path.
                                                                       
Transmission: Daggoth - Cerebrate, the Khaydarin Crystals are now
                        in our possession. Now, all shall tremble
                        before the might of the swarms.
                                                                       
                          ___________                                  
                         |           |                                 
                         |  VICTORY  |                                 
                         |___________|                                 
                                                                       
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%                                       %
% MISSION 10: "FULL CIRCLE"             %
%                                       %
%             Zerg Swarm                %
%             High orbit over           %
%             Protoss Homeworld of Aiur %
%                                       %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                       
Objectives: Destroy the Protoss Temple.
                                                                       
Briefing:
                                                                       
Overmind- (with no one else)
               _____________________________________                   
              |                                     |                  
              | You have done well, my Cerebrate.   |                  
              | The Protoss can do nothing but flee |                  
              | before the onslaught of the Swarm.  |                  
              | But now you must assault one final  |                  
              | site before our conquest is assured.|                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
               _____________________________________                   
              |                                     |                  
              | Behold, there is a temple, not far  |                  
              | from here, that lies upon ground    |                  
              | most hallowed. Though I have born   |                  
              | witness to the passing of countless |                  
              | millenia, the temple which you must |                  
              | assault is older by far. For it was |                  
              | constructed by my creators, the     |                  
              | Xel'Naga, and it marks the site     |                  
              | where the Xel'Naga first set foot   |                  
              | upon Aiur.                          |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
               _____________________________________                   
              |                                     |                  
              | The temple must be cleared, and     |                  
              | the Khaydarin Crystal set in its    |                  
              | place. Only then shall the way be   |                  
              | made ready. For it is upon that     |                  
              | ground alone that I may be manifest.|                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
message-
               _____________________________________                   
              |                                     |                  
              |                                     |                  
              |          End of Briefing.           |                  
              |                                     |                  
              |_____________________________________|                  
                                                                       
                                                                       
Comments: And I thought the Overmind was all-powerful. Tsk, tsk, looks
          like he'll be needin you again, ain't he such a helpless piece
          o' crap?? But, *sigh* you can do nothing but comply. On with
          your last Zerg mission...
                                                                       
Starting line-up: 1 Hatchery
                  2 Creep Colonies
                  4 Overlords
                  3 Drones
                  6 Zerglings
                  3 Hydralisks
                  1 Ultralisk
                                                                       
Comments: Do you know how large a Protoss fleet you're up against here?
          A fleet so large it has to be divided into three armies: One
          that guards the temple itself, another that backs that guard
          up, and another that serves as an outpost for resource gathering
          and screening of initial attacks. That third army is just beside
          you, and yes, they are located both to your left and to your
          right. But since they are two of the more penetrable bases in
          the game, better conquer them now and build from their ashes
          your second and third bases before it gets too late. So what
          do we do now? Let me discuss this step by step:
                                                                       
          1) Simultaneously build more Drones and gather your minerls
             with them until there is one or more Drones per mineral
             cluster.
                                                                       
          2) Morph in a Drone that in turn would become your Extractor.
                                                                       
          3) Morph in two Hatcheries; one near the Extractor and another
             one near the resource area to your right.
                                                                       
          4) Simultaneously build more Drones and gather your resources
             with them while morphing in your first (and last) Spawning
             Pool.
                                                                       
          5) Evolve your Hatchery into a Lair and at the same time morph
             in a Hydralisk Den.
                                                                       
          6) Upgrade and amass your first Hydralisk dozen and attack the
             base to your left with what you have.
                                                                       
          7) Use your Ultralisk to lure the Zealots out of the base and
             maul them with your Hydralisks before actually infiltrating
             the base itself.
                                                                       
          8) Target the Photon Cannons first, then the Assimilator, (so
             as to prevent the Protoss from using up all the gas) then
             your attackers, and finally everything else.
                                                                       
          9) Set your second base up from where the Protoss Nexus once
             was and concentrate on gathering gas.
                                                                       
          10) Morph in two Spires and a Queen's Nest and evolve your
              Lair into a Hive.
                                                                       
          11) Simultaneously upgrade and morph in more Mutalisks as soon
              as you gather enough resources.
                                                                       
          12) Evolve your Spire into a Greater Spire and evolve a third
              of your Mutalisk army into Guardians.
                                                                       
          13) Attack the base to your right and set your third base up
              there, still concentrating on gathering gas.
                                                                       
          14) Morph in a ton of Overlords using your excess minerals.
                                                                       
          15) Build a Hatchery north of your third base (among the lowlands)
              next to the Vespene Geyser nearby and gather from there.
                                                                       
          16) Continue upgrading and morphing in those Mutalisks and
              evolving a third of them into Guardians.
                                                                       
          17) Go straight up with your air force towards the Protoss
              (or is it Xel'Naga?) Temple.
                                                                       
          18) Go with the Mutalisk army first, since a Scout will try
              to welcome your battalion. Show no mercy.
                                                                       
          19) Three Dragoons are up for grabs. Allow them to witness the
              might of the Guardians.
                                                                       
          20) Continue north to annihilate the additional Dragoons and
              Scouts in your way.
                                                                       
          21) A Carrier will try to strike fear in your heart. You don't
              have one, remember? Burn it to the ground.
                                                                       
          22) Notice the Stargate up ahead? Give it absolute priority!
              Don't let another air unit get out of that building!
                                                                       
          23) There's a Gateway just north of that Stargate. Now is it's
              turn to get all your attention. Fire away!
                                                                       
          24) At this point a mouthful of Dragoons will come your way.
              Retreat your Mutalisks and have those Guardians deal with
              the opposition.
                                                                       
          25) Scouts may appear from behind, but your Mutalisk army will
              take care of that.
                                                                       
          26) You better take the Robotics Facility (to your lower left)
              out too, just in case.
                                                                       
          27) Continue north to find a total of four Photon Cannons. The
              Guardians can take these out without suffering a scratch.
              Do so.
                                                                       
          28) See that High Templar up there? Shoot it down before it
              casts a nice crunchy Psionic Storm on you!
                                                                       
          29) Archons will come your way. Give them high priority as
              well.
                                                                       
          30) Now nothing will stop you from destroying the temple, except
              for a few Dragoons. Ignore them, they only aim to lure your
              Guardians towards more Photon Cannons.
                                                                       
          31) You can make them feel your wrath after you've destroyed
              their most revered temple.
                                                                       
Transmission: Daggoth - Cerebrate, the Protoss have launched a
                        final offensive to keep us from the ruins.
                        You must hold them at bay for awhile
                        longer!
                                                                       
              - New Mission Objective:
                (focuses on a Drone carrying a Khaydarin Crystal)
                Bring Khaydarin Crystal to the remains of the Protoss
                Temple.
                                                                       
Comments: And that is your final task as a Zerg Cerebrate in this game.
          You don't have to load the drone up an Overlord and provide
          some escort since your Guardians have pretty much cleared the
          path for it to crawl safely. Just make sure you don't wander
          into any unexplored areas, ok?
                                                                       
Transmission: Overmind - Now shall the events set into motion so long
                         ago be made complete. For the Protoss too were
                         created by the Xel'Naga. They were the first
                         creation gifted with a purity of form. And we
                         were the second creation, blessed with a purity
                         of essence. Indeed, our two species are but
                         opposite facets of a greater whole. Soon shall
                         our two races be made as one. Thenceforth shall
                         all feel the wrath of the eternal Swarm... For
                         the hour of judgement is come!
                                                                       
                          ___________                                  
                         |           |                                 
                         |  VICTORY  |                                 
                         |___________|                                 
                                                                       
                                                                       
CINEMATIC: "THE INVASION OF AIUR"
                                                                       
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
  _  _  ____  ____  ____      ____  ____  _____  ____  _____  ___  ___
 ( \/ )(_  _)(_  _)(_  _)    (  _ \(  _ \(  _  )(_  _)(  _  )/ __)/ __)
  \  /  _)(_  _)(_  _)(_      )___/ )   / )(_)(   )(   )(_)( \__ \\__ \
   \/  (____)(____)(____)()  (__)  (_)\_)(_____) (__) (_____)(___/(___/
                               ___    __    __  __  ____    __    ____   ___   _  _
                              / __)  /__\  (  \/  )(  _ \  /__\  (_  _) / __) ( \( )
                             ( (__  /(__)\  )    (  )___/ /(__)\  _)(_ ( (_-.  )  (
                              \___)(__)(__)(_/\/\_)(__)  (__)(__)(____) \___/ (_)\_)
                              __  __  _____  ____   ____
                             (  \/  )(  _  )(  _ \ ( ___)
                              )    (  )(_)(  )(_) ) )__)
                             (_/\/\_)(_____)(____/ (____)
                                                                       
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
  ____  _  _      ____  ____  ____  __    _____   ___  __  __  ____
 (_  _)( \/ )    ( ___)(  _ \(_  _)(  )  (  _  ) / __)(  )(  )( ___)
  _)(_  )  (      )__)  )___/ _)(_  )(__  )(_)( ( (_-. )(__)(  )__)
 (____)(_/\_)()  (____)(__)  (____)(____)(_____) \___/(______)(____)
                                                                       
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
  _  _        __    ____   ____   ____  ____  ____  _____  _  _    __    __
 ( \/ )      /__\  (  _ \ (  _ \ (_  _)(_  _)(_  _)(  _  )( \( )  /__\  (  )
  )  (      /(__)\  )(_) ) )(_) ) _)(_   )(   _)(_  )(_)(  )  (  /(__)\  )(__
 (_/\_)()  (__)(__)(____/ (____/ (____) (__) (____)(_____)(_)\_)(__)(__)(____)
             ___    __    __  __  ____    __    ____   ___  _  _  ___
            / __)  /__\  (  \/  )(  _ \  /__\  (_  _) / __)( \( )/ __)
           ( (__  /(__)\  )    (  )___/ /(__)\  _)(_ ( (_-. )  ( \__ \
            \___)(__)(__)(_/\/\_)(__)  (__)(__)(____) \___/(_)\_)(___/
                                                                       
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                       
 _  _  ____      __  __  __  __  __    ____  ____  ____  __      __    _  _  ____  ____
( \/ )(_  _)    (  \/  )(  )(  )(  )  (_  _)(_  _)(  _ \(  )    /__\  ( \/ )( ___)(  _ \
 )  (  _)(_      )    (  )(__)(  )(__   )(   _)(_  )___/ )(__  /(__)\  \  /  )__)  )   /
(_/\_)(____)()  (_/\/\_)(______)(____) (__) (____)(__)  (____)(__)(__) (__) (____)(_)\_)
                 ___  ____  ____    __    ____  ____   ___  ____  ____  ___
                / __)(_  _)(  _ \  /__\  (_  _)( ___) / __)(_  _)( ___)/ __)
                \__ \  )(   )   / /(__)\   )(   )__) ( (_-. _)(_  )__) \__ \
                (___/ (__) (_)\_)(__)(__) (__) (____) \___/(____)(____)(___/
                                                                       
                                                                       
Of course, completing every mission the single player mode has to offer
is just the tip of the iceberg. All it does is familiarize you with each
and every unit in the game, as well as provide some cool storyline details.
Now you must venture into the real Starcraft world, where your enemies
are human beings such as yourself, not some dumb AI that can only win
through an inhuman ability to simultaneously control multiple units and
give them multiple tasks. Dealing with human opponents would require a 
little adjusting to, though I'm sure playing through the single player
mode should have already given you a few tips to get you started. Nevertheless,
I wrote this section to mention a few of the many multiplayer tricks and
strategies you can apply to each unit's strengths and weaknesses. Hope
you learn a lot.
                                                                       
Choice of Race
--------------
                                                                       
        One of the very first problems a Starcraft newbie would experience
is having to decide which race suits him fine. Well, this is what I have
to say: No race is at a total disadvantage, and anyone who's interested
enough can very well learn to play all three races in the game. All you
have to do is know the "theme" of each race, so as to avoid pulling off
the wrong strategy for the right race. Below is a brief description of
what each race has to offer:
                                                                       
The Terrans: theme         - versatility
                                                                       
             advantages    - repairability of most units
                           - liftoff ability of most buildings
                           - no building site requirements
                           - best military intelligence in the game
                                (via Scanner Sweep)
                           - cloaking ability of some units
                           - highly effective defense strategies
                           - the nuke
                                                                       
             disadvantages - buildings catch fire and burn up when low
                                on HP; and eventually explode
                           - units are next to useless without their
                                additional abilities
                           - addons are required for every building before
                                production of most units in that building
                                can take place
                                                                       
                                                                       
The Zerg:    theme         - overwhelming numbers
                                                                       
             advantages    - cheap units w/ fast production rate
                           - almost immune to strategies that require
                                cloaking
                           - totally immune to the Lockdown spell
                           - burrowing for most ground units
                           - teritory (Creep) cannot be built upon by
                                buildings of the other two races
                           - regeneration of HP
                           - the infested terrans
                                                                       
             disadvantages - loss of drones upon production of buildings
                           - only one unit-producing building
                           - does not have an all-purpose air unit
                                                                       
                                                                       
The Protoss: theme         - power and toughness
                                                                       
             advantages    - self-constructing buildings
                           - instantly replenishable shields
                                (via Shield Battery)
                           - best building attacker in the game
                                (Photon Cannon)
                           - best spy in the game (observer)
                           - has (but does not totally depend on) the
                                most useful spells in the game
                           - best cloaker in the game (arbiter)
                           - the archon (against Zerg and fellow Protoss)
                                                                       
             disadvantages - totally vulnerable to the EMP Shockwave spell
                           - the archon (against Terrans)
                           - too many building prerequisites
                                                                       
                                                                       
Choice of Game Type
-------------------
                                                                       
        Not knowing which game type does what to the game can mean total
loss for any Starcraft player, and while most of you would be choosing
the basic melee mode (where you start out with four workers and a worker-
producing building and play as you normally would), it won't hurt to try
all the other game types this Blizzard product has to offer, namely:
                                                                       
Team melee            : same as Melee mode, you still start out with
                        four workers and a headquarters, but if you and
                        another player are in the same team, you'll both
                        control the very same units! Starting out with
                        the headquarters of one race and the workers of
                        all the others is also possible here, depending
                        on how many are on one team.
                                                                       
Free for all          : same as Melee mode, you still start out with
                        four workers and a headquarters, but no one can
                        ally themselves among other players, and even
                        computer opponents can't form alliances.
                                                                       
Team free for all     : same as Free for all mode, you still start out
                        with four workers and a headquarters, and no one
                        can form any type of alliance whatsoever, but
                        there is an exception; if you and another player
                        are in the same team, you'll both control the very
                        same units!
                                                                       
Capture the flag      : same as Melee mode, you still start out with
                        four workers and a headquarters, but this time
                        each player is given a flag that after a few minutes.
                        That flag's location (called a "beacon") can be
                        moved once at the beginning of the game. Flags
                        can only be carried by workers (SCVs, drones,
                        and probes). Bringing an enemy flag to another
                        player's flag beacon instantly kills that flag's
                        owner. 
                                                                       
Team capture the flag : same as Capture the flag mode, you still start out
                        with four workers and a headquarters, and bringing
                        an enemy flag to another player's flag beacon
                        instantly kills that flag's owner, but there is
                        an exception; if you and another player are in
                        the same team, you'll both control the very same
                        units, defend but one flag beacon!
                                                                       
Use map settings      : this type of game depends on the amount of programming
                        that went in creating the chosen map. You may
                        start out with more than four workers, or may
                        start out with none. It all depends on the map's
                        settings, this type of map may even have a storyline
                        to it, and give you a set of heroes just like in
                        the campaign mode, it really is just all up to
                        the programmer. Maps with settings other than
                        those for the other types of play are usually
                        labeled "USE MAP SETTINGS" under their titles.
                                                                       
One on one            : same as Melee mode, you still start out with
                        four workers and a headquarters, but the game is
                        limited to only two players: you can your opponent.
                                                                       
Greed                 : same as Melee mode, you still start out with
                        four workers and a headquarters, but the winner
                        is not the only one who has at least one building
                        left, rather it is the one who first gathers the
                        required amount of minerals
                                                                       
Slaughter             : same as Melee mode, you still start out with
                        four workers and a headquarters, but the winner
                        is not the only one who has at least one building
                        left, rather it is the one who, when the set time
                        runs out, garners the most points, which are granted
                        for every unit or building a player has killed
                        or destroyed.
                                                                       
Sudden Death          : same as Melee mode, you still start out with
                        four workers and a headquarters, but the winner
                        is not the only one who has at least one building
                        left, rather it is the one who first destroys
                        the enemy headquarters.
                                                                       
Ladder                : same as Free for all mode, you still start out
                        with four workers and a headquarters, and no one
                        can form any type of alliance whatsoever, but only
                        ladder maps are allowed, and the results will be
                        recorded and compared to other's scores, the highest
                        of which for the month will win a prize from Blizzard.
                                                                       
                                                                       
Choice of Battlefield
---------------------
                                                                       
        Ok, now you have to choose which battlefield suits your type of
play fine. And the answer is...you don't have to, or better yet, it ain't
about which battlefield suits your style of play fine, rather it's all
about which of the many styles of play under your arsenal suits the chosen
battlefield fine. And yes, in order to be a good Starcraft player, you
MUST have a whole lotta strategies in mind, not just one or two or even
three. But you might be wonderin', "What's in a map?", "What's in a terrain?"
Well, there's a LOT. Terrains can very well be the deciding factor of
any games' general outcome, so don't you dare take any terrain for granted,
less you want it to turn against you. Below are the basics rules of the
terrain as well as the different types of battlefields known to Starcraft
players:
                                                                       
Bigger is slower: Maps come in different sizes and shapes, and so does
                  the strategies that come with them. But the general
                  thought is this: the bigger the map is, or rather the
                  farther you are situated from your opponent, the longer
                  it would take for the match to end. This is so because
                  in maps such as these, producing units faster than
                  your opponent won't guarantee you victory early on.
                  To illustrate, suppose you can build a certain unit
                  at the rate of 15 per minute, while your opponent can
                  do ten in the same period of time. If you attack early,
                  say, as soon as you have produced 30 units, your opponent
                  now has 20, and he'd normally lose. However, if it
                  takes you a whole minute to reach his base, he'll have
                  a good 30 by the time you do, and considering the fact
                  that he's STILL sending in more, AND the fact that he
                  has building attackers to help him out, your attack
                  will fail. Not so if you waited a while longer, say,
                  til you get 60. Get the point? Don't get too excited
                  when the map is too big or you are just too far from
                  the opponent. Have the patience to go slow and you'll
                  have the upperhand, in due time.
                                                                       
Choke points must be : First things first, I'll define what a choke point
taken advantage of     is, then I'll give the strategies that come with
                       it. A choke point is a small or narrow piece of
                       land (like a bridge) that leads to a larger one,
                       most likely a resource area or a player's base.
                       And since choke points are the only ways a ground
                       unit can enter a resource area or another player's
                       base without the help of transport units, it's
                       clearly vital to master the art of defending and
                       breaking through the defenses of the different
                       choke points found in the game. For the Terrans,
                       defending choke points mean building Bunkers right
                       next to choke point openings and using siege-moded
                       siege tanks to back these bunkers up. It's best
                       to fill your Bunkers with a combination of marines
                       and firebats, depending on what type of unit your
                       opponent keeps stacking up. If you don't know what
                       to expect, just fill each Bunker with three marines
                       and a firebat. And don't forget your Missile Turrets.
                       They're simply a must for any Terran defense.
                       Breaking through one is of course much easier,
                       if you have the right units, especially the long
                       range ones like the siege tank and the battlecruiser.
                       For the Zerg, build as many Sunken Colonies as you
                       can upon the choke point openings, but leave some
                       space for a few Spore Colonies. Then fill up the
                       choke points themselves with tons o' hydralisks,
                       burrowed of course. As for the total destruction
                       of well-fortified choke point defenses, guardians
                       can do that job single-handedly, though you have
                       to worry bout his own air units, cause guardians
                       can't defend themselves from those things. Just
                       back these guardians up with some anti-air units
                       and you'll be fine. Lastly for the Protoss, choke
                       points should be filled with Photon Cannons, but
                       not too much, just to hold the first wave off.
                       After that, use tons of high templars with Psionic
                       Storms to take out swarms of the opponent's units
                       with ease. And don't forget to morph these templars
                       into archons if using up their energies just wasn't
                       enough. Oh and by the way, carriers are your best
                       bet AGAINST choke points, but you have to have
                       a lot of them, fully upgraded especially in the
                       interceptor capacity part.
                                                                       
There's more than : Few people know exactly what to do with island maps
meets the islands   the first time they get to battle in one, but in
                    reality the strategies that come with it have a common
                    concept---air superiority is the key. The Zerg are
                    the ones particularly affected by island situations,
                    since they'll instantly have the upperhand early on,
                    with their detector of an overlord serving as an early
                    scout and instant transport unit soon enough. Later
                    in the game, however, it's also the Zerg who's likely
                    to loose and this is also because of the overlord,
                    since these are flying units themselves thus are easy
                    targets for enemy planes. Not only that, island maps
                    don't have choke points of any kind, and knowing this
                    seems to make you feel half the Zerg guardian's worth
                    drift away. One last thing: DO NOT, by any means,
                    forget about the fact that long range ground unit
                    attackers can whack opponent's men, EVEN if a body
                    of water separates the two groups, as long as they're
                    close enough. Knowing this fact will prove to be
                    useful time and again, and can, in more ways than
                    one, catch an opponent off-guard.
                                                                       
Height is might : Nope, I ain't talkin bout no unit heights, what I'm
                  tryin to say is that ground units on a higher piece
                  of land will ALWAYS do what he does better than those
                  ground units below him. We all know that anyone from
                  a valley can't see what's on top of the mountain unless
                  he actually climbs it, while it won't take much effort
                  for anyone on the top of the mountain to view the whole
                  valley. This is also quite true for Starcraft, since
                  highland areas that are unexplored will remain unexplored
                  til an air unit of yours passes by the area, or a ground
                  unit actually "climbs" his way to it (highlands can
                  sometimes have links to the valleys below and these
                  are where all ground units can pass). As for attacking,
                  if unit A is on higher ground and unit B is not and
                  they engage in battle, unit A will be granted a larger
                  sight range and become a more efficient killer, while
                  unit B, besides having to come closer to be able to
                  open fire, will "miss" (not dealing any damage at all)
                  in some of his attacks.
                                                                       
Don't just parade, : There are things such as "doodads" in Starcraft like
get some shade       trees for the jungles and metallic wind mills for
                     space platforms. While these items may seem nothing
                     but nice tries from the map makers to give their
                     masterpieces a touch of random realism, they too
                     come with strategies of their own, since they can
                     be used to "hide" your own ground units, especially
                     the very small ones like marines, hydralisks, and
                     dragoons. The idea of hiding these units under the
                     shade provided by certain doodads is to allow them
                     to open fire on unsuspecting opponents, and continue
                     to do so until they are finally found (thus I said
                     hydralisks and dragoons instead of zerglings and
                     zealots respectively. Detectors cannot be of any
                     help in these situations, but leaving your units
                     without tasks to accomplish will allow them to
                     automatically open fire on their opponents, doodad-hidden
                     or not.
                                                                       
                                                                       
Scouts n' Spies
---------------
                                                                       
        No war is won without military intelligence, and Starcraft is
one of the few war games that actually give an emphasis on that fact by
ensuring that no single strategy can ever be formulated to win in all
types of matches wherever they are held. With this in mind, a good Starcraft
player must therefore ALWAYS depend his strategies on those being done
by his opponent, for if he doesn't, there is a great chance of him losing
the game. This is where scouts and spies fulfill their role. Scouts are
used by most Starcraft players to gain some info on the general location
of an opponent, his base, and his armies (if they aren't all in one place).
Spies, on the other hand, differ from the scouts in the sense that they
aim to STAY where they found the opponent instead of retreating or sacrificing
themselves. Scouts are what you can get early in the game, but later on
you must shift to using spies in order to be fully updated on your opponents'
actions. Terran scouts include the marine for its expendability, the
ghost for its cloaking ability, and the wraith for its flight. Science
vessels may also serve as scouts, but their high costs makes it risky
to use them as such. And don't forget about the Scanner Sweep, which is
arguably the best scout in the game---just cast it anywhere that smells
fishy and voila! Instant enemy info! As for spies, the Terrans will only
have temporary ones, since their cloaking abilities don't last forever,
their science vessel is too big to remain unseen, and their Scanner Sweep
is only temporary for very obvious reasons. On to the Zerg---their scouts
include the zergling for their expendability, the mutalisk for its flight,
and the overlord for its availability. But it's spying that Zerg players
do best, since besides their queen's Parasite spell, their ground units'
burrowing ability can enable them to distribute burrowed zerglings throughout
the map and instantly detect any incoming attacks from their opponents.
And for the Protoss, both the tasks of scouting and spying fall under
one unit---no, not the Scout---the observer. Its tiny body, coupled with
its ability to fly, its detector ability, and its permanent cloaking
feature, make it the best scout, and more importantly, spy in the game.
If you could just manage to place one of these in the middle of an opponent's
base before he starts constructing his detectors, chances are you'll find
a "blind spot" where the observer could remain, giving you all the info
you'll need on your opponent's strengths and weaknesses.
                                                                       
                                                                       
Rushes
------
                                                                       
        Just like a game of chess, it is expected of good Starcraft players
to have already memorized at the very least a handful of the many openings
they and their opponents could do as soon as the match begins. And the
bulk of these openings fall under the category of "rushes" which revolve
around the concept of stacking up and using your most basic units to take
out the opponent swiftly and easily. Usually this makes up the whole
game of average and below average players, but since no rush can be successful
if the right counter-rush has been applied, matches between Starcraft
experts only use rushes as "opening moves" to try and catch their opponents
off guard, which seldom happens, thus both continue til the mid and end
parts of the game. Going back to the rush, each race has its basic rules
for efficient rushing, more popularly known as their "build-orders" as
shown below:
                                                                       
Terran  - build fifth SCV
        - gather with four other SCVs
        - gather with fifth SCV
        - build sixth SCV
        - build seventh SCV
        - gather with sixth SCV
        - gather with seventh SCV & build first Barracks
        - build eight SCV & build first Supply Depot
        - train first and second marine
        - train third marine & build second Barracks
        - at this point you can use your first marine to scout for the
          enemy and if he's close enough, attack with what you have.
          You may, however, opt to wait for a third and fourth Barracks
          to come your way (while still scouting for your enemies) so
          you could produce more than 20 marines and attack with that.
                                                                       
Zerg    - morph fifth drone
        - gather with four other drones
        - scout with overlord
        - gather with fifth drone
        - morph Spawning Pool with fifth drone
        - morph sixth drone
        - gather with sixth drone
        - morph first six zerglings

        - at this point you can use your first zergling to help your overlord
          scout for the enemy and if he's close enough, attack with what
          you have. You may, however, opt to wait for a second Hatchery
          as well as a third and fourth overlord to come your way (while
          still scouting for your enemies) so you could produce more than
          40 zerglings and attack with that.
                                                                       
Protoss - warp fifth probe
        - gather with four other probes
        - gather with fifth probe
        - warp sixth probe
        - warp seventh probe
        - gather with sixth probe
        - warp first Pylon & gather with seventh probe
        - warp eight probe & warp first Gateway
        - warp second Gateway & gather with eight probe
        - warp first and second zealot & warp second Pylon
        - warp third and fourth zealot
        - warp second Pylon & warp fourth and fifth zealot
        - at this point you can use your first zealot to scout for the
          enemy and if he's close enough, attack with what you have.
          You may, however, opt to wait for a third and Gateway to come
          your way (while still scouting for your enemies) so you could
          produce more than 10 zealots and attack with that.
                                                                       
        There are, however, many other kinds of rushes. In fact, more than
half the units in the game has its own version of a rush! And though they
may not be as fast a rush as the three basic ones already mentioned, they
can still gain you a win if your opponent was expecting something else.
More details on the three basic rushes and many more will be found in the
Rushes section.
                                                                       
                                                                      
Combos
------
                                                                       
        No unit is a god of war, thus it will always have its fair share
of weaknesses. It is therefore the job of a good Starcraft player to
know of these weaknesses and deal with them accordingly through the strengths
of the other units under his control. Combined, many units will fill each
other's gaps and ensure victory. Spell casters are one of the best units
to include in combos, but combos were never limited to these types of
units. Very seldom will two of a unit with both ground and air weapons
fare better than a combo of a ground attacker and an air attacker in the
battlefield, thus another proof of the obvious need for combos. And you
thought only fighting games had them, didn't you? A more elaborate discussion
on each and every combo known to Starcraft players will be found in my
Combos section.
                                                                       
                                                                       
Teamwork
--------
                                                                       
        But still, even with all their units combined, no race can be
called a perfect killing machine, since it will STILL have it's weaknesses
thus need of a more complicated type of combo, one that is only possible
through teamwork, more preferably with an ally using a race different
from yours. Multi-racial combos simply fill up more gaps and weaknesses
and even create new strengths for supposedly average units. Once again,
it's the spell casters of each race that could prove to be forces to
reckon with, but yes, multi-racial combos are not limited to these versatile
units. And with an alliance composed of all three races, using the right
teamwork moves, there is no chance even for four people using the same
race, forming an alliance among themselves, to win. Further discussions
will be found in my Teamwork section.
                                                                       
                                                                       
Retreats n' Counters
--------------------
                                                                       
        It's not a common practice for most Starcraft players to retreat,
sometimes because they'll have a next batch of attackers anyway, and
other times because they know that their units would die anyway if chased
during a retreat, and just concentrate on maximizing the damage the said
unit could ever deal. But that's not always the case, and retreating is
not always supposed to be caused by a failed attempt to wipe an enemy
out. Ever heard of hit and run tactics? Yup, that's how retreating should
be done, BEFORE any of your units take a good beating, but AFTER these
units have whacked something important from the enemy (like workers,
supply providers, etc). Hit and run tactics are especially recommended
for the basic air units,(wraiths, mutalisks, and scouts) since they can
fly (fast enough) and hit both ground and air units. The trick is to ignore
your opponent's perimeter and central defenses and just hammer on whatever
building or group of units you choose. And after the mission's been accomplished,
immediately pull out all units involved to have them repaired (for the
Terrans), regenerated (for the Zerg), or recharged (for Protoss shields).
For Terran opponents, besides, their SCVs, it's best to target their Supply
Depots, science vessels, and lone battlecruisers for these are the most
useful yet most helpless units they have. Targeting siege-moded siege
tanks is also a stress-reliever, but make sure they ain't guarded by
marine-filled Bunkers or by tons of Missile Turrets. For the Zerg, besides
their workers and Nydus Canals, just concentrate on their overlords.
Overlords are the most helpless unit that come in abundance in the game,
and since the Zerg NEED this abundance, cutting their overlord supply
by half could very well mean their bitter end. And lastly for the Protoss,
don't even dare killing an arbiter before anything else (unless it's
cloaking something or lotsa things), cause if you do, and it casts Stasis
Field before it dies, chances are you'll get a Psionic Storm in your
face afterwards. Just target the probes, the zealots (cause they CAN do
much if not attended to) and my favorite unit to whack with an air force,
the reaver!
        Counters, on the other hand, include but are not limited to what
you can do after you've become a victim of hit and run tactics. Besides,
replenishing your supply of what is lost, you can do one of three things:
construct more defensive units and buildings so as to make your base a
little harder to pass through the next time around, OR you can chase those
cowards and give 'em all you've got till they all die, OR lastly you
can try to reach their base before they do since there's a good chance
of that base being defenseless. And even if it's not, then you can just
pull off a hit and run tactic of your own. Other counters include what
you can do when and after being rushed (unsuccesfully of course), after
or even during an opponent's swarm attack, after a nuclear launch was
detected, etc. It mostly is in a case to case basis, but here are a few
pointers: For the rush, experiencing one in which the opponent's units
clearly out number yours, use your workers to even the odds. Most likely
a rushing opponent aims for your workers, so if all your other attacking
unit are dead, try running your workers around your base til reinforcements
arrive, that way you'll lose as less workers as possible. You may also
use hit and run tactics if they're targeting your buildings and not your
workers. When being swarmed, any unit with splash damage can be your best
friend. Terrans have the almighty siege tank, but not much when pitted
against air units, but least they have goliaths, which, though not equipped
with splash damage, are mighty effective against mist air units. The Zerg
will always have their slimy spells like the queen's Ensnare, which would
dramatically decrease a unit's overall speed, and the defiler's Plague
which does the same to any unit's HP! But really it's the Protoss who
were trained to handle swarms with ease. First off, they have reavers
that out heavy ground artillery with one blow, then there's their high
templars with their Psionic Storms, also able to take out a multitude
of opponents up to three consecutive times, and if that ain't enough,
the archon meld to give you a highly damaging, (not to mention splash)
unit. And if that ain't enough, the arbiter's Stasis Field spell can
cut an army's strength in two, making it easier for you take them all
out.
                                                                       
                                                                       
Drops n' Outposts
-----------------
                                                                       
        Once you get the general feel of the game, you'd be looking for'
more solutions your most common of problems like frontal defenses that
are just too tough for you to handle. But like I said, no known defense
is impenetrable. These seemingly tough frontal defenses will always have
their weakness, and especially for the not-so-good Starcraft players,
these weakness can easily be take advantage of by drops and outposts.
Each race's transport unit (dropships, overlords, and shuttles) are the
main men in a dropping operation, since the whole conept of dropping revolves
around getting your ground units inside the opponent's base without having
to go through his tough frontal defense. Most of the time I use a drop
on the enemy's workers, but dropping isn't limited there. You may also
use drops to take out important buildings, maybe even their "headquarters"
if you're fast enough. You may also take out their detectors and building
attackers, in order for your REAL attack to have a higher chance of success.
From where do you do the drop? The answer is definitely NOT through the
opponent's frontal defenses, rather through the other parts of his base,
specifically those without or with a few building attackers in the vicinity.
This is to ensure that your transport unit doesn't die before unloading
everything, cause if that happens, every unit still in it will die too.
        Outposts, on the other hand, are the slower but surer ways to get
through these defenses, and it involves taking out the defenses themselves,
rather than trying your best to ignore them, only to find that there are
more at the base's center. Each race has a different type of outpost,
and so I took the liberty to discuss each here:
                                                                       
Terran  : involves - SCVs
                   - marines
                   - siege tanks
                   - Bunkers
                   - Missile Turrets
                                                                       
        : concept  - The siege tanks should be able to get free hits on
                     the opponent's perimeter defenses, while the marine-
                     filled bunkers back them up in case short range units
                     try to attack. The Missile Turrets should serve as
                     anti-air devices as well as detectors, while the SCVs
                     are there to repair damaged units and buildings as
                     well as construct more Bunkers and Missile Turrets
                     closer to the opponent's base after his perimeter
                     defenses have been leveled by the siege tanks (in siege
                     mode, of course)
                                                                       
Zerg    : involves - hydralisks
                   - Sunken Colonies
                   - Spore Colonies
                   - Nydus Canals
                                                                       
        : concept  - Zerg is worst race in terms of outposting, since
                     none of their buildings besides their headquarters
                     itself can be built on areas without creep. Thus for
                     on outpost to be possible for the Zerg, you either
                     have to create another Hatchery in the middle of the
                     map (very unlikely) or you can just morph in Creep
                     Colonies all the way to the desired spot. These Creep
                     Colonies can of course be morphed into Sunken and
                     Spore Colonies, and that's just what you should do.
                     Now, create a Nydus Canal in your base and morph
                     an exit anywhere near the opponent's base, then send
                     in your hydralisks! These creatures can also do some
                     hit and run, so as to lure their opponents into the
                     loving arms of Sunken and Spore Colonies.
                                                                       
Protoss : involves - probes
                   - zealots
                   - reavers
                   - Pylons
                   - Shield Batteries
                   - Photon Cannons
                                                                       
        : concept  - Against the Terrans you may use this outpost the
                     Zerg way, and against the Zerg you may use it the
                     Terran way. For the Protoss you can do either, but
                     how exactly do you apply both Terran and Zerg outpost
                     strategies for the Protoss? Simple. Doing it the Terran
                     way means the reavers should be able to get free hits
                     on the opponent's perimeter defenses, while the zealots
                     back them up in case short range units try to attack.
                     The Photon Cannons should serve as anti-air devices
                     as well as detectors, while the probes are there to
                     construct more Pylons and Photon Cannons closer to
                     the opponent's base after his perimeter defenses have
                     been leveled by the reavers. On the other hand, doing
                     it the Zerg way means your zealots can also do some
                     hit and run, so as to lure their opponents into the
                     the awesome power of the reavers, coupled with the
                     Photon Cannons create by your probes. And while all
                     this is happening, you can use the Shield Batteries
                     to recharge your zealots and have them go for another
                     hit and run.
                                                                       
                                                                       
Text Messages
-------------
                                                                       
        WTF!? Strategies for text messaging? Sure there are. Not much,
but since ya got nuthin to lose but precious time, it's always worth a
try. First of all, you need to use text messaging to more easily gain an
ally. While actions may speak louder than words, many people on Bnet are
just too dumb to notice that you're trying to help them out, and in return
even attack. Tell them what you want (in this case alliance) and be direct
to the point, but say it in a non-forceful way cause people tend to resist
force no matter what. Then you need to use text messaging for the allies
you have gained. It's up to you when and what to send, but usually you'll
wanna say something when you need or are trying to offer help. You and
a partner may also try to use text messaging to plan things out, since
two allied players with an allied plan can take out even three allied
opponents who play as if they weren't allies (eg. attacking on their own,
defending on their own, etc). Lastly, you need to learn how to use text
messaging on your enemies, and yes you can, and it can be in more ways
than one: First trick is to use text messaging to bully your enemies and
make them think that you're being a smart-mouth simply because you can
afford to be one, meaning you simply are better than the opposition. This
works in two ways, one, it can really take away an opponent's self-confidence
and affect his style of play, and two, it can infuriate a fellow smart-mouth
and cause him to attack blindlessly at your well-constructed base, thus
making him an easy target for counter attacks. Second trick is to ask
tons o' newbie questions like, "Hey, where do I get those large ships?"
or, "Why's my map showing my base and nothing else?". And this again can
work in two ways, one, it can arouse a sense of pity among your opponents
and leave you be while you amass the fleet of the century, and two, it
can lead merciless thugs into thinking that your base would probably be
undefended and launch a scrubby attack, only to find that his units are
long gone. Third and my favorite text message trick is to type the message,
"has left the game." Get it? If my name was JChristopher, it would have
printed, "JChristopher: has left the game." and you'll notice people in
the game start ignoring you. (hehehehehe) This especially works in large
maps, where passing through your base will never be part of a direct route
towards another. This way people will leave you be and as long as you
don't show any activity when an opponent's around, AND you put all your
units on hold, there's a fair chance of you winning the game, you shrewd
little devil you...^_~
                                                                       
                                                                       
Tips and Tricks
---------------
                                                                       
- ALLIANCES:
  always accept alliance offers, since two people working together can
  win even against three who are not. Besides, declining an alliance offer
  from one person might cause him to form alliances with the other people
  in the game, thus will easily wreck havoc in your base. Be alert though,
  of back stabbers who usually show their true color once the common
  enemy is near elimination.
                                                                       
- ANTI-CLOAKING DEVICES:
  while sending in detectors may be the most direct and common solution
  to a cloaked attack, there are other ways worth trying. First of all,
  if the cloaked attackers are coupled with non-cloakers, you can just
  hit these non-cloakers with attacks that have splash damage in them,
  cause this splash will affect all nearby units, cloaked or not. Secondly,
  there are spells such as the Scanner Sweep, the Ensnare, and the Plague
  which can and will reveal all the cloaked units in the target area. The
  Parasite spell is also a good anti-cloaking device, since it prevents
  its host from ever becoming unseen in your eyes, and if cast on an opponent's
  detector, will also reveal all cloaked units by its side! But really,
  whenever you suspect a bunch of cloaked units in a certain area, there's
  no need to detect those cloaked morons, just PSI STORM that area, and
  kill them on the spot!
                                                                       
- DEFENSE:
  defend not only the perimeter of your base, but the center as well.
  Not all people get scared by a few hits from building attackers, and
  if their transport units get through, and you don't have central defense,
  it's all over for you.
                                                                       
- DETECTOR ABILITY:
  never, at any point during and beyond midgame, lose control of all your
  detectors. Always have reserve detectors at your base. Not doing so may
  mean victory for your opponents, especially if they're using the Terran
  race.
                                                                       
- DO THE DRONE MATH:
  when going for mass zerglings or hydralisks, it won't hurt to have a
  little mineral advantage, and this is how you do it: After morphing in
  your ninth drone, you normally would not be able to morph another one
  till you morph in your second overlord. But that is so untrue. Morph
  your ninth drone into an Extractor to decrease your "supplies used"
  by one. NOW morph in your tenth drone, then CANCEL the creation of the
  Extractor. Proceed as you normally would.
                                                                       
- EXPANSION:
  once your mineral clusters start changing in form (starting to appear
  scarce), it's way past time to create a second base. Don't let this
  happen without a second base yet, for if you do, you'll get behind in
  the production race. Reserve a good 400 minerals and start sendin worker
  scouts!
                                                                       
- IRRADIATE:
  casting an Irradiate spell on a non-biological unit is one of the lamest
  and most useless things to do, right? Wrong! It actually is a very good
  tactic (when being attacked by tons o' biological units) to cast Irradiate
  spells on your own units, say, on your battlecruisers, and have them
  fly over your opponents. Not only will they kill the opposition through
  their devastating blasts, but also through the stench that you just gave
  them---cool!
                                                                       
- PARASITE:
  whenever a queen's energy reaches it's full potential, there's no use
  in just letting her be, waiting for the opportunity to cast her more
  powerful spells like the Ensnare and the Spawn Broodling. Always try
  to cast Parasite somewhere in the entire map for added scouts and spies.
  After all, the Parasite spell costs a measly 75 in energy, and it won't
  stop a queen from casting her other spells in case the need suddenly
  arises. What to Parasite? I really recommend parasiting one or all of
  three things: the opponent's weakest units, his strongest units, or
  the critters! The weakests units, say, the workers, would most likely
  not be clicked that often, but is the most active unit in any player's
  base. Casting Parasite on them will give you a better view on the different
  areas of the opponent's base. On the other hand, casting Parasite on
  the opponent's strongest units will enable you to detect any incoming
  attacks from that particular unit and the army that comes with it.
  Lastly, casting Parasite on the game's critters (neutral animals that
  wander the area) will have both an advantage and a disadvantage: The
  advantage is critters are the last things an opponent would consider
  a threat to his base, so unless it's blocking his path, it could be
  your greatest spy! The bad news is, since you cannot control the critters,
  they may just wander off to an uninhabited area and not serve as a spy
  to your opponent's base.
                                                                       
- RESOURCE MANAGEMENT:
  never allow your mineral and vespene count to go well over 500, since
  no unit costs more than that, and that simply implies that somewhere
  in your base a worker or a building is not doing anything, OR you just
  need to have more buildings (possibly even a new base) to produce and
  upgrade your armies a lot faster. If, however, you have exceeded your
  supply limit of 200, then there's nothing more to do but attack!
                                                                       
- ROAD BLOCKS:
  try constructing Supply Depots in FRONT of the Bunkers that guard your
  choke points. These buildings will ensure that no ground unit can just
  ignore your Bunkers and go for what's inside your base. While this strategy
  can prove useless against most units in the game, at least you won't
  have to worry bout losing to a swarm of the enemies' short range ground
  units.
                                                                       
- SCANNER SWEEP:
  the Scanner Sweep is the only thing a Comsat Station can do, so might
  as well use it in an unexplored area in the map whenever it's energy
  is full, rather than just letting it sit there, waiting forever for
  cloaked units to attack your base. After all, the Scanner Sweep is one
  of the cheapest spells in the game, and casting one when your energy
  is full won't prevent you from casting a couple more when the need
  arises. One last thing: some units in the game will have a larger attack
  range than sight (eg. siege tanks in siege mode) thus will render their
  "extra" attack range useless since they still cannot attack what they
  cannot see. However, using the Scanner Sweep to fill that gap, you
  can now utilize that unit's full attacking potential.
                                                                       
- SCOUTING:
  when using early scouts like the overlord, try not to enter each resource
  area through the most direct route from your base. (eg. If you're from
  the south and you suspect the opponent to come from the north, try entering
  the northern part of the map through the right and not from below) This
  way you can fool the opponent into thinking that your base is situated
  somewhere else.
                                                                       
- TARGET LOCKING:
  unless your attacking units have splash damage, always attack ONE unit
  at a time. By doing this you can reduce the total amount of damage your
  armies will take since the opponent's gonna get one attacker less in
  a shorter period of time. Oh, I forgot to tell you in previous versions
  of this faq that the above strategy works mostly on air units. Ground
  units may or may not attack one enemy unit at a time, since if your ground
  units are just gonna spend a good amount of time circling round their
  target, might as well order them to target something else.
                                                                       
                                                                       
                                                                       
 _  _  ____  ____      ____  __  __  ___  _   _  ____  ___
( \/ )(_  _)(_  _)    (  _ \(  )(  )/ __)( )_( )( ___)/ __)
 )  (  _)(_  _)(_      )   / )(__)( \__ \ ) _ (  )__) \__ \
(_/\_)(____)(____)()  (_)\_)(______)(___/(_) (_)(____)(___/
                                                                       
                                                                       
As mentioned, it is expected of good Starcraft players to have already
memorized at the very least a handful of the many openings they and their
opponents could do as soon as the match begins. The bulk of these openings
fall under the category of "rushes". More than half the units in the game
has its own version of a rush, and though they may not be as fast a rush
as the three basic ones already mentioned, they can still gain you a win
if your opponent was expecting something else. Here are a few of the many
rushes that can be done successfully under the right circumstances:
                                                                       
                                                                       
Marine rush
-----------
                                                                       
Concept     - marines are the first unit attackers you can get your hands
              on, thus are exactly what you'll need to pull off the fastest
              rush a Terran player can do.
                                                                       
Build Order - build fifth SCV
            - gather with four other SCVs
            - gather with fifth SCV
            - build sixth SCV
            - build seventh SCV
            - gather with sixth SCV
            - gather with seventh SCV & build first Barracks
            - build eight SCV & build first Supply Depot
            - train first and second marine
            - train third marine & build second Barracks
                                                                       
And so...   - at this point you can use your first marine to scout for
              the enemy and if he's close enough, attack with what you
              have. You may, however, opt to wait for a third and fourth
              Barracks to come your way (while still scouting for your
              enemies) so you could produce more than 20 marines and attack
              with that.
                                                                       
                                                                       
Ghost rush
----------
                                                                       
Concept     - you really did not think you could defeat an opponent with
              ghosts alone, did you? These units deal pitiful damage, and
              are not trained for open air combat. They do, however, have
              in their arsenal the almighty nuke, and this is what makes
              them worthy of their own version of a rush.
                                                                       
Build Order - build fifth SCV
            - gather with four other SCVs
            - gather with fifth SCV
            - build sixth SCV
            - build seventh SCV
            - gather with sixth SCV
            - gather with seventh SCV & build first Barracks
            - build eight SCV & build first Supply Depot
            - build Refinery & build Academy
            - build ninth and tenth SCV
            - gather with ninth and tenth SCV
            - build eleventh and twelfth SCV
            - gather gas with eleventh and twelfth SCV
            - build second Supply Depot & build Factory
            - build thirteenth and fourteenth SCV
            - gather with thirteenth SCV
            - gather gas with fourteenth SCV & build Starport
            - train first and second marine & build Bunker
            - train third and fourth marine & build Science Facility
            - enter marines into Bunker & build second Bunker
            - train fifth and sixth marine & build Covert Ops
            - train seventh and eight marine & build third Supply Depot
            - upgrade Personnel Cloaking & build Nuclear Silo
            - enter marines into Bunker & train first ghost
            - arm Nuclear Silo & upgrade Ocular Implants
                                                                       
And so...   - at this point you can use your first ghost to scout for
              the enemy and if he's close enough, attack with what you
              have. You may also try constructing yet another Command
              Center from which you could attach a second Nuclear Silo,
              and build your second nuke. THEN attack! The marines and
              the Bunkers, by the way (trained with the use of SURPLUS
              minerals), will stop some lame rushes from taking your base
              out with one blow, giving you enough time to launch your
              nukes.
                                                                       
                                                                       
Vulture rush
------------
                                                                       
Concept     - if both you and an opponent did not attack each other early
              on, chances are he's going for the more high-tech units in
              the game, possibly flyers, and so it's a whole lot better
              to use your vultures, ignore whatever high-tech units he
              may have, and just whack every worker and building you can
              get their fragmentation grenades on. A pretty risky strategy
              though, since it all fails if the opponent concentrates on
              long range ground units and tightly sealed choke point defenses.
                                                                       
Build Order - build fifth SCV
            - gather with four other SCVs
            - gather with fifth SCV
            - build sixth SCV
            - build seventh SCV
            - gather with sixth SCV
            - gather with seventh SCV & build first Barracks
            - build eight SCV & build first Supply Depot
            - build Refinery
            - build ninth and tenth SCV
            - gather with ninth and tenth SCV
            - build eleventh and twelfth SCV
            - gather gas with eleventh and twelfth SCV & build Factory
            - build second Supply Depot & build second Factory
            - build first vulture & build Machine Shop
            - build second and third vulture & research Spider Mines
            - build fourth and fifth vulture & build third Factory
            - build third Supply Depot & research Ion Thrusters
            - build sixth, seventh, and eight vulture & plant spider mines
                                                                       
And so...   - at this point you can use your first vulture to scout for
              the enemy and if he's close enough, attack with what you
              have. You may, however, opt to wait for a fourth Factory
              to come your way (while still scouting for your enemies)
              so you could produce more than 20 vultures and auxillary
              SCVs (for repairing) and attack with that.
                                                                       
                                                                       
Siege Tank rush
---------------
                                                                       
Concept     - if both you and an opponent did not attack each other early
              on, chances are he's going for the more high-tech units in
              the game, possibly flyers, and so it's a whole lot better
              to use your siege tanks, ignore whatever high-tech units
              he may have, and just whack his whole base slowly but surely.
              You may also leave some in your base for defense purposes;
              pretty cool rush if ya ask me.
                                                                       
Build Order - build fifth SCV
            - gather with four other SCVs
            - gather with fifth SCV
            - build sixth SCV
            - build seventh SCV
            - gather with sixth SCV
            - gather with seventh SCV & build first Barracks
            - build eight SCV & build first Supply Depot
            - build Refinery
            - build ninth and tenth SCV
            - gather with ninth and tenth SCV
            - build eleventh and twelfth SCV
            - gather gas with eleventh and twelfth SCV & build Factory
            - build second Supply Depot & build second Factory
            - build first Machine Shop
            - research Siege Tech & build first siege tank
            - build third Supply Depot & build second Machine Shop
            - build second and third siege tank
            - build forth and fifth siege tank
                                                                       
And so...   - at this point you can use your first SCV to scout for the
              enemy and if he's close enough, attack with what you have.
              You may, however, opt to wait for a third Factory to come
              your way (while still scouting for your enemies) so you
              could produce more than 10 siege tanks and attack with that.
              Getting yourself an Armory and upgrading vehicle weapons
              is also an option before attacking.
                                                                       
                                                                       
Wraith rush
-----------
                                                                       
Concept     - if both you and an opponent did not attack each other early
              on, chances are he's going for the more high-tech units in
              the game, possibly flyers, and so it's a whole lot better
              to use your wraiths, bypass whatever high-tech units he may
              have via cloaking field, and just whack his whole base slowly
              but surely. This strategy is particularly risky for Zerg
              opponents, who have detectors everywhere, but still worth
              the try.
                                                                       
Build Order - build fifth SCV
            - gather with four other SCVs
            - gather with fifth SCV
            - build sixth SCV
            - build seventh SCV
            - gather with sixth SCV
            - gather with seventh SCV & build first Barracks
            - build eight SCV & build first Supply Depot
            - build Refinery
            - build ninth and tenth SCV
            - gather with ninth and tenth SCV
            - build eleventh and twelfth SCV
            - gather gas with eleventh and twelfth SCV & build Factory
            - build second Supply Depot
            - build thirteenth and fourteenth SCV
            - gather with thirteenth and fourteenth SCV
            - build first and second Starport
            - build third Supply Depot
            - build first wraith & build first Control Tower
            - build second and third wraith & research Cloaking Field
            - build fourth and fifth wraith
            - build sixth and seventh wraith
                                                                       
And so...   - at this point you can use your first wraith to scout for
              the enemy and if he's close enough, attack with what you
              have. You may, however, opt to wait for a third Starport
              to come your way (while still scouting for your enemies)
              so you could produce more than 10 wraiths and attack with
              that. Researching the Apollo Reactor is also an option before
              attacking
                                                                       
                                                                       
                                                                       
Zergling rush
-------------
                                                                       
Concept     - zerglings are the first unit attackers you can get your hands
              on, thus are exactly what you'll need to pull off the fastest
              rush a Zerg player can do.
                                                                       
Build Order - morph fifth drone
            - gather with four other drones
            - scout with overlord
            - gather with fifth drone
            - morph Spawning Pool with fifth drone
            - morph sixth drone
            - gather with sixth drone
            - morph first six zerglings
                                                                       
And so...   - at this point you can use your first zergling to help your
              overlord scout for the enemy and if he's close enough, attack
              with what you have. You may, however, opt to wait for a second
              Hatchery as well as a third and fourth overlord to come your
              way (while still scouting for your enemies) so you could
              produce more than 40 zerglings and attack with that.
                                                                       
                                                                       
Hydralisk rush
--------------
                                                                       
Concept     - zerglings will not always be able to finish the job, especially
              against the Terrans who can just lift their buildings off
              and let their allies take your zerglings out while they flee
              and survive. Thus I offer another type of rush, the hydralisk
              rush. Hydralisks, because of their ability to attack both
              ground and air units, will ensure the destruction of all
              the opponent's buildings, lifted off or not.
                                                                       
Build Order - morph fifth drone
            - gather with four other drones
            - scout with overlord
            - gather with fifth drone
            - morph sixth, seventh, and eight drone
            - gather with sixth drone
            - morph Spawning Pool with seventh drone
            - gather with eight drone
            - morph ninth drone
            - morph Extractor with ninth drone
            - morph second overlord & morph tenth drone
            - scout with second overlord & morph eleventh and twelfth drone
            - gather gas with tenth, eleventh, and twelfth drone.
            - morph thirteenth and fourteenth drone
            - morph Hydralisk Den with thirteenth drone
            - morph second Hatchery with fourteenth drone
            - morph third overlord & morph first and second hydralisk
                                                                       
And so...   - at this point you can use your first hydralisk to help your
              overlord scout for the enemy and if he's close enough, attack
              with what you have. You may, however, opt to wait for both
              hydralisk evolutions as well as a fourth and fifth overlord
              to come your way (while still scouting for your enemies) so
              you could produce more than 20 hydralisks and attack with
              that.
                                                                       
                                                                       
Mutalisk rush
-------------
                                                                       
Concept     - zerglings will not always be able to finish the job, especially
              against the Terrans who can just lift their buildings off
              and let their allies take your zerglings out while they flee
              and survive. Thus I offer yet another type of rush, the mutalisk
              rush. Mutalisks, because of their ability to attack both
              ground and air units, will ensure the destruction of all
              the opponent's buildings, lifted off or not.
                                                                       
Build Order - morph fifth drone
            - gather with four other drones
            - scout with overlord
            - gather with fifth drone
            - morph sixth, seventh, and eight drone
            - gather with sixth drone
            - morph Spawning Pool with seventh drone
            - gather with eight drone
            - morph ninth drone
            - morph Extractor with ninth drone
            - morph second overlord & morph tenth drone
            - scout with second overlord & morph eleventh and twelfth drone
            - gather gas with tenth, eleventh, and twelfth drone.
            - morph thirteenth and fourteenth drone
            - morph Lair from Hatchery
            - gather with thirteenth and fourteenth drone
            - morph second Hatchery with thirteenth drone
            - morph Spire with fourteenth drone
            - morph first three mutalisks
            - morph next three mutalisks
                                                                       
And so...   - at this point you can use your first mutalisk to help your
              overlord scout for the enemy and if he's close enough, attack
              with what you have. You may, however, opt to wait for both
              mutalisk upgrades as well as a fourth and fifth overlord
              to come your way (while still scouting for your enemies) so
              you could produce more than 10 mutalisks and attack with
              that.
                                                                       
                                                                       
Guardian rush
-------------
                                                                       
Concept     - even hydralisks will not always be able to finish the job,
              especially against the Protoss who have building attackers
              that CAN attack ground units, and basic ground units (zealots)
              that are just too powerful in groups. Thus I offer yet another
              type of rush, the guardian rush. Guardians, because of their
              ability to attack their foes from afar, will ensure the
              destruction of all the opponent's building attackers, basic
              units, and especially workers. It has its risks, like when
              the opponent is going for an air raid, but still its ability
              to wreck havoc remains, thus is one of the coolest rushes
              I can think of.
                                                                       
Build Order - morph fifth drone
            - gather with four other drones
            - scout with overlord
            - gather with fifth drone
            - morph sixth, seventh, and eight drone
            - gather with sixth drone
            - morph Spawning Pool with seventh drone
            - gather with eight drone
            - morph ninth drone
            - morph Extractor with ninth drone
            - morph second overlord & morph tenth drone
            - scout with second overlord & morph eleventh and twelfth drone
            - gather gas with tenth, eleventh, and twelfth drone.
            - morph thirteenth and fourteenth drone
            - morph Lair from Hatchery
            - gather with thirteenth and fourteenth drone
            - morph Spire with thirteenth
            - morph Queen's Nest with fourteenth drone
            - morph Hive from Lair
            - morph first three mutalisks & morph Greater Spire from Spire
            - morph next three mutalisks
                                                                       
And so...   - at this point you can use your first mutalisk to help your
              overlord scout for the enemy and if he's close enough, bring
              all your mutalisks somewhere close but unseen or unreachable
              by ground units, morph them all into guardians, and then
              attack. You may, however, opt to wait for both mutalisk
              upgrades as well as a fourth and fifth overlord to come your
              way (while still scouting for your enemies) so you could
              produce more than 10 guardians and attack with that. Sending
              in a queen (for Terran opponents) to infest their Command
              Center is also an option while attacking.
                                                                       
                                                                       
Ultralisk rush
--------------
                                                                       
Concept     - if both you and an opponent did not attack each other early
              on, chances are he's going for the more high-tech units in
              the game, possibly flyers, and so it's a whole lot better
              to use your ultralisks, ignore whatever high-tech units
              he may have, and just whack his whole base slowly but surely.
              You may also leave some in your base for defense purposes;
              pretty cool rush if ya ask me.
                                                                       
Build Order - morph fifth drone
            - gather with four other drones
            - scout with overlord
            - gather with fifth drone
            - morph sixth, seventh, and eight drone
            - gather with sixth drone
            - morph Spawning Pool with seventh drone
            - gather with eight drone
            - morph ninth drone
            - morph Extractor with ninth drone
            - morph second overlord & morph tenth drone
            - scout with second overlord & morph eleventh and twelfth drone
            - gather gas with tenth, eleventh, and twelfth drone.
            - morph thirteenth and fourteenth drone
            - morph Lair from Hatchery
            - gather with thirteenth and fourteenth drone
            - morph Queen's Nest with thirteenth drone
            - morph Creep Colony with fourteenth drone
            - morph Hive from Lair & morph Sunken Colony from Creep Colony
            - morph fifteenth and sixteenth drone & morph third overlord
            - morph fifteenth and sixteenth drone into Creep Colonies
            - morph seventeenth drone
            - morph Sunken Colonies from Creep Colonies
            - morph Ultralisk Cavern with seventeenth drone
            - morph first six zerglings
            - morph first three ultralisks
                                                                       
And so...   - at this point you can use your first drone to help your
              overlord scout for the enemy and if he's close enough, attack
              with what you have. You may, however, opt to wait for a
              second Hatchery to come your way (while still scouting for
              your enemies) so you could produce more than 10 ultralisks
              and attack with that. Getting yourself an Evolution Chamber
              and upgrading melee attacks is also an option before attacking.
              The Sunken Colonies and the zerglings, by the way (morphed
              with the use of SURPLUS minerals), will stop some lame rushes
              from taking your base out with one blow, giving you enough
              time to send in your monster-mammoths.
                                                                       
                                                                       
                                                                       
Zealot rush
-----------
                                                                       
Concept     - zealots are the first unit attackers you can get your hands
              on, thus are exactly what you'll need to pull off the fastest
              rush a Protoss player can do.
                                                                       
Build Order - warp fifth probe
            - gather with four other probes
            - gather with fifth probe
            - warp sixth probe
            - warp seventh probe
            - gather with sixth probe
            - warp first Pylon & gather with seventh probe
            - warp eight probe & warp first Gateway
            - warp second Gateway & gather with eight probe
            - warp first and second zealot & warp second Pylon
            - warp third and fourth zealot
            - warp second Pylon & warp fourth and fifth zealot
                                                                       
And so...   - at this point you can use your first zealot to scout for the
              enemy and if he's close enough, attack with what you have.
              You may, however, opt to wait for a third and Gateway to come
              your way (while still scouting for your enemies) so you could
              produce more than 10 zealots and attack with that.
                                                                       
                                                                       
Dragoon rush
------------
                                                                       
Concept     - zealots will not always be able to finish the job, especially
              against the Terrans who can just lift their buildings off
              and let their allies take your zealots out while they flee
              and survive. Thus I offer another type of rush, the dragoon
              rush. Dragoons, because of their ability to attack both
              ground and air units, will ensure the destruction of all
              the opponent's buildings, lifted off or not.
                                                                       
Build Order - build fifth probe
            - gather with four other probes
            - gather with fifth probe
            - build sixth probe
            - build seventh probe
            - gather with sixth probe
            - warp first Pylon & gather with seventh probe
            - build eight probe & warp first Gateway
            - gather with eight probe & warp Assimilator
            - build ninth probe & warp Cybernetics Core
            - build tenth and eleventh probe
            - gather gas with ninth, tenth, and eleventh probe
            - warp first and second dragoon & warp second Gateway
            - warp second Pylon & warp third and fourth dragoon
                                                                       
And so...   - at this point you can use your first dragoon to scout for
              the enemy and if he's close enough, attack with what you
              have. You may, however, opt to wait for a third Gateway and
              the Singularity Charge upgrade to come your way (while still
              scouting for your enemies) so you could produce more than
              20 dragoons and attack with that.
                                                                       
                                                                       
Archon rush
-----------
                                                                       
Concept     - if both you and an opponent did not attack each other early
              on, chances are he's going for the more high-tech units in
              the game, possibly flyers, and so it's a whole lot better
              to use your archons, ignore whatever high-tech units he may
              have, and just whack his whole base slowly but surely.
              You may also leave some in your base for defense purposes;
              pretty cool rush if ya ask me. Note: This rush works best
              in maps with more than just one vespene geyser near your
              base.
                                                                       
Build Order - build fifth probe
            - gather with four other probes
            - gather with fifth probe
            - build sixth probe
            - build seventh probe
            - gather with sixth probe
            - warp first Pylon & gather with seventh probe
            - build eight probe & warp first Assimilator
            - build ninth, tenth, and eleventh probe
            - warp second Assimilator & warp first Gateway
            - gather gas with ninth, tenth, and eleventh probe
            - build twelfth, thirteenth, and fourteenth probe
            - warp Cybernetics Core & warp second Pylon
            - gather gas with twelfth, thirteenth, and fourteenth probe
            - warp first zealot & warp Citadel of Adun
            - warp second zealot & warp second Gateway
            - warp third Pylon & warp Templar Archives
            - warp third and fourth zealot & warp fourth Pylon
            - warp third Gateway & train first and second high templar
            - summon first archon & warp third and fourth high templar
            - warp fifth zealot & warp fifth and sixth high templar
            - summon second archon & warp seventh and eighth high templar
            - summon third archon & warp first Shield Battery
            - summon fourth archon & warp second Shield Battery
            - warp ninth and tenth high templar & warp sixth zealot
                                                                       
And so...   - at this point you can use your first zealot to scout for
              the enemy and if he's close enough, attack with what you
              have. You may, however, opt to look for yet another vespene
              geyser, warp an Assimilator there, build more probes to gather
              from that resource, and stop warping zealots (with the use
              of SURPLUS minerals) to give way to more than 10 archons
              and attack with that. Getting yourself a Forge and upgrading
              ground weapons is also an option before attacking. The Shield
              Batteries by the way, (warped with the use of SURPLUS minerals)
              will help your archons stop some lame rushes from taking
              your base out with one blow, giving you enough time to send
              in your arch-angels of destruction.
                                                                       
                                                                       
Reaver rush
-----------
                                                                       
Concept     - if both you and an opponent did not attack each other early
              on, chances are he's going for the more high-tech units in
              the game, possibly flyers, and so it's a whole lot better
              to use your reavers, bypass whatever high-tech units he may
              have (via shuttle help), and just whack his whole base slowly
              but surely. You may also leave some in your base for defense
              purposes; pretty cool rush if ya ask me.
                                                                       
Build Order - build fifth probe
            - gather with four other probes
            - gather with fifth probe
            - build sixth probe
            - build seventh probe
            - gather with sixth probe
            - gather with seventh probe & warp first Pylon
            - build eight probe & build first Gateway
            - build Assimilator
            - build ninth and tenth probe
            - gather with ninth and tenth probe
            - build eleventh and twelfth probe & build Cybernetics Core
            - gather gas with eleventh and twelfth probe
            - build second and third Pylon
            - build Robotics Facility
            - warp first zealot
            - build Robotics Support Bay & warp shuttle
            - warp second zealot
            - warp first and second reaver
                                                                       
And so...   - at this point you can use your first zealot to scout for
              the enemy and if he's close enough, attack with what you
              have. You may, however, opt to wait for the Gravitic Thrusters
              upgrade to come your way, while warping in more reavers and
              then attack with that. The shuttle will not only get your
              reaver to the opponent's base faster, but will also help
              in retreating these units when they run out of ammo. The
              zealots by the way, (warped with the use of SURPLUS minerals)
              will help your reavers stop some lame rushes from taking
              your base out with one blow, giving you enough time to send
              in your shiny trilobytes.
                                                                       
                                                                       
Scout rush
----------
                                                                       
Concept     - if both you and an opponent did not attack each other early
              on, chances are he's going for the more high-tech units in
              the game, possibly flyers, and so it's a whole lot better
              to use your scouts, kill each and evert high-tech flyer he
              may have (scouts are good at this), and just whack his whole
              base slowly but surely. This is especially useful for the
              Zerg, since their supply providers ARE flyers, thus killing
              all these units will very well cripple the opponent's production
              rate. On the down side, this rush is very risky for Terran
              opponents, since even their most basic unit attacker can
              attack air units, and scouts just aren't that good in air-to-
              ground encounters.
                                                                       
Build Order - build fifth probe
            - gather with four other probes
            - gather with fifth probe
            - build sixth probe
            - build seventh probe
            - gather with sixth probe
            - gather with seventh probe & warp first Pylon
            - build eight probe & build first Gateway
            - build Assimilator
            - build ninth and tenth probe
            - gather with ninth and tenth probe
            - build eleventh and twelfth probe & build Cybernetics Core
            - gather gas with eleventh and twelfth probe
            - build second and third Pylon
            - build build first Stargate
            - upgrade air weapons
            - warp first scout & build second Stargate
            - warp second and third scout
                                                                       
And so...   - at this point you can use your first scout to...what else(?)
              but scout for the enemy and if he's close enough, attack
              with what you have. You may, however, opt to wait for a 
              second Stargate and/or Fleet Beacon to come your way in order
              for you to have scouts with higher quantity and/or quality.
              The "upgrading your air weapons" part is also just an option
              before attacking, but most likely you'll have the extra
              gathered resources to spend on it.                                                                       
                                                                       
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____  ____  ____       ___  _____  __  __  ____  _____  ___
( \/ )(_  _)(_  _)(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
 )  (  _)(_  _)(_  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
(_/\_)(____)(____)(____)()   \___)(_____)(_/\/\_)(____/(_____)(___/
                                                                       
                                                                       
As mentioned, no unit is a god of war, thus it will always have its fair
share of weaknesses. It is therefore the job of a good Starcraft player
to know of these weaknesses and deal with them accordingly through the
strengths of the other units under his control. Combined, many units will
fill each other's gaps and ensure victory. Spell casters are one of the
best units to include in combos, but combos were never limited to these
types of units. Very seldom will two of a unit with both ground and air
weapons fare better than a combo of a ground attacker and an air attacker
in the battlefield, thus another proof of the obvious need for combos.
Below is a list of every possible combo using two units, and some using
more:
                                                                       
_______________________________________________________________________
Race____|_Attacker______|_Back-up_______|_Comments____________________|
        |               |               |                             |
Terran  | SCV           | SCV           | Are you kiddin me, boy!?    |
        |               |               | Use this type of attack,    |
        |               |               | (note: it ain't no combo)   |
        |               |               | when rushing the opponent   |
        |               |               | VERY early in the game; the |
        |               |               | SCV is the best worker in   |
        |               |               | terms of attacks, remember? |
        |               |               |                             |
        | SCV           | Marine        | Attacking with an SCV is    |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | SCV           | Firebat       | Attacking with an SCV is    |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | SCV           | Ghost         | Attacking with an SCV is    |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | SCV           | Vulture       | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | SCV           | Siege Tank    | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | SCV           | Goliath       | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | SCV           | Wraith        | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | SCV           | Dropship      | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | SCV           | Science       | Perhaps doing it the other  |
        |               | Vessel        | way around is the better    |
        |               |               | idea. Still, a combo of two |
        |               |               | non-attackers is quite lame |
        |               |               | an idea if ya ask me.       |
        |               |               |                             |
        | SCV           | Battlecruiser | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Marine        | SCV           | Nothing this type of combo  |
        |               |               | can do that can't be done   |
        |               |               | by marines alone, except in |
        |               |               | super-early rushes, where   |
        |               |               | the marines will need all   |
        |               |               | the help they can get.      |
        |               |               |                             |
        | Marine        | Marine        | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Marine        | Firebat       | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Marine        | Ghost         | In the case of a mass mech  |
        |               |               | attack by either Terran or  |
        |               |               | Protoss, the ghosts may use |
        |               |               | their Lockdown spell to pa- |
        |               |               | ralyze those major mechs    |
        |               |               | while the marines give them |
        |               |               | a good beating.             |
        |               |               |                             |
        | Marine        | Vulture       | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Marine        | Siege Tank    | Marines will play some hit  |
        |               |               | and run, while those tanks  |
        |               |               | (in siege mode, of course)  |
        |               |               | will play hit and hit. A    |
        |               |               | pretty mighty combo if ya   |
        |               |               | ask me.                     |
        |               |               |                             |
        | Marine        | Goliath       | Both will fare well on the  |
        |               |               | ground, but when enemy air  |
        |               |               | units arrive, it's time for |
        |               |               | these goliaths to do what   |
        |               |               | they do best.               |
        |               |               |                             |
        | Marine        | Wraith        | The marines will swarm the  |
        |               |               | opponent's base, heavily    |
        |               |               | concentrating on all nearby |
        |               |               | detectors in the base. Then |
        |               |               | come the wraiths (cloaked,  |
        |               |               | of course) to finish off    |
        |               |               | what remains of the marine  |
        |               |               | strike.                     |
        |               |               |                             |
        | Marine        | Dropship      | Your dropship will load the |
        |               |               | marines and situate them    |
        |               |               | somewhere in the middle of  |
        |               |               | an opponent's base, what    |
        |               |               | else were you thinking for  |
        |               |               | this type of combo?         |
        |               |               |                             |
        | Marine        | Science       | Nothing specific for this   |
        |               | Vessel        | type of combo; just use the |
        |               |               | marines for attacking, and  |
        |               |               | at the same time use the    |
        |               |               | science vessels for casting |
        |               |               | spells other than defensive |
        |               |               | matrix on opponents when    |
        |               |               | needed.                     |
        |               |               |                             |
        | Marine        | Battlecruiser | Always use your basic units |
        |               |               | to do basic things while    |
        |               |               | the others do the more com- |
        |               |               | plicated ones. Such is true |
        |               |               | for this type of combo,     |
        |               |               | where your marines will do  |
        |               |               | nothing but attack the opp- |
        |               |               | onents, while your battle-  |
        |               |               | cruisers use their Yamato   |
        |               |               | Guns on the tougher, splash |
        |               |               | damaging enemies.            |
        |               |               |                             |
        | Firebat       | SCV           | Nothing this type of combo  |
        |               |               | can do that can't be done   |
        |               |               | by firebats alone, 'cept in |
        |               |               | super-early rushes, where   |
        |               |               | the firebats will need all  |
        |               |               | the help they can get.      |
        |               |               |                             |
        | Firebat       | Marine        | The strategies that come    |
        |               |               | with this combo are quite   |
        |               |               | simple: just use your fire- |
        |               |               | bats against his stronger   |
        |               |               | but shorter-ranged ground   |
        |               |               | units, while the marines    |
        |               |               | continously whack them from |
        |               |               | afar.                       |
        |               |               |                             |
        | Firebat       | Firebat       | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Firebat       | Ghost         | Many people believe that it |
        |               |               | simply is illogical to drop |
        |               |               | a nuke in an area where     |
        |               |               | your allies are present but |
        |               |               | you wouldn't mind sacrifi-  |
        |               |               | cing a few firebats for a   |
        |               |               | well-placed nuke, would     |
        |               |               | you? Would you!?            |
        |               |               |                             |
        | Firebat       | Vulture       | No specific strategies for  |
        |               |               | this type of combo. Just    |
        |               |               | remember NOT to plant your  |
        |               |               | spider mines till most your |
        |               |               | firebats are killed. Spider |
        |               |               | mines can kill firebats,    |
        |               |               | you know.                   |
        |               |               |                             |
        | Firebat       | Siege Tank    | No specific strategies for  |
        |               |               | this type of combo. Just    |
        |               |               | remember NOT to worry 'bout |
        |               |               | the splash damage dealt by  |
        |               |               | a siege-moded siege tank,   |
        |               |               | since firebats are but a    |
        |               |               | small price to pay for lots |
        |               |               | o' kills.                   |
        |               |               |                             |
        | Firebat       | Goliath       | Both will fare well on the  |
        |               |               | ground (though firebats'll  |
        |               |               | fare better), but when the  |
        |               |               | opponent's air units arrive |
        |               |               | it's time for the goliath   |
        |               |               | to do what it does best.    |
        |               |               |                             |
        | Firebat       | Wraith        | The firebats will swarm the |
        |               |               | opponent's base, heavily    |
        |               |               | concentrating on all nearby |
        |               |               | detectors in the base. Then |
        |               |               | come the wraiths (cloaked,  |
        |               |               | of course) to finish off    |
        |               |               | what remains of the firebat |
        |               |               | strike.                     |
        |               |               |                             |
        | Firebat       | Dropship      | Your dropship will load the |
        |               |               | firebats and situate them   |
        |               |               | somewhere in the middle of  |
        |               |               | an opponent's base, what    |
        |               |               | else were you thinking for  |
        |               |               | this type of combo?         |
        |               |               |                             |
        | Firebat       | Science       | Nothing specific for this   |
        |               | Vessel        | type of combo; just use the |
        |               |               | firebats for attacking, and |
        |               |               | at the same time use the    |
        |               |               | science vessels for casting |
        |               |               | spells other than defensive |
        |               |               | matrix on opponents when    |
        |               |               | needed.                     |
        |               |               |                             |
        | Firebat       | Battlecruiser | Always use your basic units |
        |               |               | to do basic things while    |
        |               |               | the others do the more com- |
        |               |               | plicated ones. Such is true |
        |               |               | for this type of combo,     |
        |               |               | where your firebats will do |
        |               |               | nothing but attack the opp- |
        |               |               | onents, while your battle-  |
        |               |               | cruisers use their Yamato   |
        |               |               | Guns on the tougher, splash |
        |               |               | damaging enemies.           |
        |               |               |                             |
        | Ghost         | SCV           | As mentioned when done the  |
        |               |               | other way around, don't use |
        |               |               | a combo such as this. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | Ghost         | Marine        | Nuke his base then clean it |
        |               |               | all up. 'Nuff said.         |
        |               |               |                             |
        | Ghost         | Firebat       | Nuke his base then fire it  |
        |               |               | up. Easier said than done.  |
        |               |               |                             |
        | Ghost         | Ghost         | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Ghost         | Vulture       | Nuke his base then attack   |
        |               |               | while planting your spider  |
        |               |               | mines to ensure its steril- |
        |               |               | ity.                        |
        |               |               |                             |
        | Ghost         | Siege Tank    | Nuke his entire base then   |
        |               |               | give it a good whacking. A  |
        |               |               | very old strategy and one   |
        |               |               | good example of winning the |
        |               |               | traditional way.            |
        |               |               |                             |
        | Ghost         | Goliath       | Nuke his base, especially   |
        |               |               | in areas where ground units |
        |               |               | are abundant, then use your |
        |               |               | goliaths to take out the    |
        |               |               | other areas, since if most  |
        |               |               | the opponent's ground units |
        |               |               | are taken out, goliaths are |
        |               |               | sure to dominate.           |
        |               |               |                             |
        | Ghost         | Wraith        | Nuke his entire base then   |
        |               |               | clean it all up, just like  |
        |               |               | with the marines.           |
        |               |               |                             |
        | Ghost         | Dropship      | Nuke his base then retreat  |
        |               |               | with the help of your drop- |
        |               |               | ship. Mission accomplished, |
        |               |               | piece o' cake.              |
        |               |               |                             |
        | Ghost         | Science       | Cloaking is an essential    |
        |               | Vessel        | part of successful nuking,  |
        |               |               | but when all fails and your |
        |               |               | ghost starts getting hit by |
        |               |               | enemy attacks, quickly cast |
        |               |               | Defensive Matrix on him to  |
        |               |               | prolong his life, hopefully |
        |               |               | long enough to accomplish   |
        |               |               | the mission.                |
        |               |               |                             |
        | Ghost         | Battlecruiser | Nuke his entire base then   |
        |               |               | finish it off with the awe- |
        |               |               | some power of the battle-   |
        |               |               | cruiser's Yamato Gun.       |
        |               |               |                             |
        | Vulture       | SCV           | Using an SCV to repair your |
        |               |               | mechanical units while they |
        |               |               | duke it out with the enemy  |
        |               |               | is a good idea, but seldom  |
        |               |               | does it work in situations  |
        |               |               | other than those that are   |
        |               |               | only in theory.             |
        |               |               |                             |
        | Vulture       | Marine        | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Vulture       | Firebat       | No specific strategies for  |
        |               |               | this type of combo. Just    |
        |               |               | remember NOT to plant your  |
        |               |               | spider mines till most your |
        |               |               | firebats are killed. Spider |
        |               |               | mines can kill firebats,    |
        |               |               | you know.                   |
        |               |               |                             |
        | Vulture       | Ghost         | Many people believe that it |
        |               |               | simply is illogical to drop |
        |               |               | a nuke in an area where     |
        |               |               | your allies are present but |
        |               |               | you wouldn't mind sacrifi-  |
        |               |               | cing a few vultures for a   |
        |               |               | well-placed nuke, would     |
        |               |               | you? Would you!?            |
        |               |               |                             |
        | Vulture       | Vulture       | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Vulture       | Siege Tank    | Vultures will play some hit |
        |               |               | and run, while those tanks  |
        |               |               | (in siege mode, of course)  |
        |               |               | will play hit and hit. A    |
        |               |               | pretty mighty combo if ya   |
        |               |               | ask me.                     |
        |               |               |                             |
        | Vulture       | Goliath       | Both will fare well on the  |
        |               |               | ground (though vultures'll  |
        |               |               | fare better), but when the  |
        |               |               | opponent's air units arrive |
        |               |               | it's time for the goliath   |
        |               |               | to do what it does best.    |
        |               |               |                             |
        | Vulture       | Wraith        | The vultures will swarm the |
        |               |               | opponent's base, heavily    |
        |               |               | concentrating on all nearby |
        |               |               | detectors in the base. Then |
        |               |               | come the wraiths (cloaked,  |
        |               |               | of course) to finish off    |
        |               |               | what remains of the vulture |
        |               |               | strike.                     |
        |               |               |                             |
        | Vulture       | Dropship      | Your dropship will load the |
        |               |               | vultures and situate them   |
        |               |               | somewhere in the middle of  |
        |               |               | an opponent's base, what    |
        |               |               | else were you thinking for  |
        |               |               | this type of combo?         |
        |               |               |                             |
        | Vulture       | Science       | On the battlefield itself,  |
        |               | Vessel        | planting a spider mine will |
        |               |               | often result in a waste of  |
        |               |               | ammo since a good opponent  |
        |               |               | would most likely target    |
        |               |               | that above all things. Good |
        |               |               | you got a science vessel by |
        |               |               | your side to give the mine  |
        |               |               | an extra 250 HP (via Defen- |
        |               |               | sive Matrix) till it does   |
        |               |               | its job.                    |
        |               |               |                             |
        | Vulture       | Battlecruiser | Those YGuns can really rock |
        |               |               | an opponent's base, but     |
        |               |               | coupled with the vultures'  |
        |               |               | spider mines? Instant anni- |
        |               |               | hilation! Just use your     |
        |               |               | spider mines wisely, and    |
        |               |               | remember to YGun down any   |
        |               |               | who seek to destroy these   |
        |               |               | burrowed bombs before they  |
        |               |               | accomplish their missions.  |
        |               |               |                             |
        | Siege Tank    | SCV           | Using an SCV to repair your |
        |               |               | mechanical units while they |
        |               |               | duke it out with the enemy  |
        |               |               | is a good idea, but seldom  |
        |               |               | does it work in situations  |
        |               |               | other than those that are   |
        |               |               | only in theory.             |
        |               |               |                             |
        | Siege Tank    | Marine        | Siege tanks, especially     |
        |               |               | those in siege mode, can    |
        |               |               | wreck some serious havoc in |
        |               |               | any given base because of   |
        |               |               | their long-ranged attacks.  |
        |               |               | However, also because of    |
        |               |               | these attacks, siege-moded  |
        |               |               | siege tanks are helpless if |
        |               |               | ever an enemy unit gets too |
        |               |               | close. And it's the marines'|
        |               |               | job to prevent that from    |
        |               |               | happening.                  |
        |               |               |                             |
        | Siege Tank    | Firebat       | Siege tanks, especially     |
        |               |               | those in siege mode, can    |
        |               |               | wreck some serious havoc in |
        |               |               | any given base because of   |
        |               |               | their long-ranged attacks.  |
        |               |               | However, also because of    |
        |               |               | these attacks, siege-moded  |
        |               |               | siege tanks are helpless if |
        |               |               | ever an enemy unit gets too |
        |               |               | close. And like the marine, |
        |               |               | it can also be the job of   |
        |               |               | the firebat to prevent that |
        |               |               | from happening.             |
        |               |               |                             |
        | Siege Tank    | Ghost         | Many people believe that it |
        |               |               | simply is illogical to drop |
        |               |               | a nuke in an area where     |
        |               |               | your allies are present but |
        |               |               | you wouldn't mind sacrifi-  |
        |               |               | cing a few siege tanks for  |
        |               |               | a well-placed nuke, would   |
        |               |               | you? Would you!?            |
        |               |               |                             |
        | Siege Tank    | Vulture       | Siege tanks, especially     |
        |               |               | those in siege mode, can    |
        |               |               | wreck some serious havoc in |
        |               |               | any given base because of   |
        |               |               | their long-ranged attacks.  |
        |               |               | However, also because of    |
        |               |               | these attacks, siege-moded  |
        |               |               | siege tanks are helpless if |
        |               |               | ever an enemy unit gets too |
        |               |               | close. And like the marine, |
        |               |               | it can also be the job of   |
        |               |               | the vulture to prevent that |
        |               |               | from happening.             |
        |               |               |                             |
        | Siege Tank    | Siege Tank    | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Siege Tank    | Goliath       | The perfect "brute" combo,  |
        |               |               | works both ways and, as you |
        |               |               | may already have noticed,   |
        |               |               | utilizes your goliaths to   |
        |               |               | take out the opponent's air |
        |               |               | units and the siege-moded   |
        |               |               | siege tanks for those that  |
        |               |               | move on land---cool!        |
        |               |               |                             |
        | Siege Tank    | Wraith        | The siege tanks (any mode   |
        |               |               | will do) will swarm the     |
        |               |               | opponent's base, heavily    |
        |               |               | concentrating on all nearby |
        |               |               | detectors in the base. Then |
        |               |               | come the wraiths (cloaked,  |
        |               |               | of course) to finish off    |
        |               |               | what remains of the siege   |
        |               |               | tank strike.                |
        |               |               |                             |
        | Siege Tank    | Dropship      | Your dropship will load the |
        |               |               | tank-moded siege tanks and  |
        |               |               | situate them somewhere in   |
        |               |               | the middle of an opponent's |
        |               |               | base, what else were you    |
        |               |               | thinking for this type of   |
        |               |               | combo?                      |
        |               |               |                             |
        | Siege Tank    | Science       | Using a science vessel to   |
        |               | Vessel        | provide your high damaging  |
        |               |               | units with much needed pro- |
        |               |               | tection via Defensive Mat-  |
        |               |               | rix will give them more or  |
        |               |               | less enough time to destroy |
        |               |               | more than twice their total |
        |               |               | worth. Highly recommended.  |
        |               |               |                             |
        | Siege Tank    | Battlecruiser | Another cool "brute" combo, |
        |               |               | works both ways and, as you |
        |               |               | may already have noticed,   |
        |               |               | utilizes your battlecrui-   |
        |               |               | sers to take out the enemy  |
        |               |               | air units and the siege-    |
        |               |               | moded siege tanks for those |
        |               |               | that move on land---cool!   |
        |               |               |                             |
        | Goliath       | SCV           | Using an SCV to repair your |
        |               |               | mechanical units while they |
        |               |               | duke it out with the enemy  |
        |               |               | is a good idea, but seldom  |
        |               |               | does it work in situations  |
        |               |               | other than those that are   |
        |               |               | only in theory.             |
        |               |               |                             |
        | Goliath       | Marine        | Goliaths cannot do much if  |
        |               |               | surrounded by short-ranged  |
        |               |               | ground units. And though    |
        |               |               | your marines could be used  |
        |               |               | to keep this from happening,|
        |               |               | perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Goliath       | Firebat       | Goliaths cannot do much if  |
        |               |               | surrounded by short-ranged  |
        |               |               | ground units. And though    |
        |               |               | your firebats could be used |
        |               |               | to keep this from happening,|
        |               |               | perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Goliath       | Ghost         | In the case of a mass mech  |
        |               |               | attack by either Terran or  |
        |               |               | Protoss, the ghosts may use |
        |               |               | their Lockdown spell to pa- |
        |               |               | ralyze those major mechs    |
        |               |               | while the goliaths give     |
        |               |               | them a good beating.        |
        |               |               |                             |
        | Goliath       | Vulture       | Goliaths really were made   |
        |               |               | for back-up purposes, and   |
        |               |               | so doing it the other way   |
        |               |               | around is perhaps the bet-  |
        |               |               | ter idea.                   |
        |               |               |                             |
        | Goliath       | Siege Tank    | The perfect "brute" combo,  |
        |               |               | works both ways and, as you |
        |               |               | may already have noticed,   |
        |               |               | utilizes your goliaths to   |
        |               |               | take out the opponent's air |
        |               |               | units and the siege-moded   |
        |               |               | siege tanks for those that  |
        |               |               | move on land---cool!        |
        |               |               |                             |
        | Goliath       | Goliath       | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Goliath       | Wraith        | With the goliaths' superior-|
        |               |               | ity over air units, they    |
        |               |               | could be used to to take    |
        |               |               | the opponent's mother ships |
        |               |               | and mobile detectors while  |
        |               |               | their wraith squad back-up  |
        |               |               | hammers on everything else  |
        |               |               | that's less of a threat.    |
        |               |               |                             |
        | Goliath       | Dropship      | Your dropship will load the |
        |               |               | goliaths and situate them   |
        |               |               | somewhere in the middle of  |
        |               |               | an opponent's base, what    |
        |               |               | else were you thinking for  |
        |               |               | this type of combo?         |
        |               |               |                             |
        | Goliath       | Science       | Using a science vessel to   |
        |               | Vessel        | provide your high damaging  |
        |               |               | units with much needed pro- |
        |               |               | tection via Defensive Mat-  |
        |               |               | rix will give them more or  |
        |               |               | less enough time to destroy |
        |               |               | more than twice their total |
        |               |               | worth. Highly recommended   |
        |               |               | against air units, even mo- |
        |               |               | ther ships if you will.     |
        |               |               |                             |
        | Goliath       | Battlecruiser | And yet another cool "brute"|
        |               |               | combo, works both ways and, |
        |               |               | as you may already have     |
        |               |               | noticed utilizes your goli- |
        |               |               | aths to take out the enemy  |
        |               |               | air units and the battle-   |
        |               |               | cruisers for those that     |
        |               |               | move on land---very cool!   |
        |               |               |                             |
        | Wraith        | SCV           | Using an SCV to repair your |
        |               |               | mechanical units while they |
        |               |               | duke it out with the enemy  |
        |               |               | is a good idea, but seldom  |
        |               |               | does it work in situations  |
        |               |               | other than those that are   |
        |               |               | only in theory.             |
        |               |               |                             |
        | Wraith        | Marine        | Wraiths are quite pathetic  |
        |               |               | in air-to-ground situations,|
        |               |               | and using your most basic   |
        |               |               | ground units (marines) to   |
        |               |               | help them out is just the   |
        |               |               | thing to do.                |
        |               |               |                             |
        | Wraith        | Firebat       | Wraiths are quite pathetic  |
        |               |               | in air-to-ground situations,|
        |               |               | and using your most basic   |
        |               |               | ground units (firebats) to  |
        |               |               | help them out is just the   |
        |               |               | thing to do. Not as recom-  |
        |               |               | mended as the wraith-marine |
        |               |               | combo, but recommended none-|
        |               |               | theless.                    |
        |               |               |                             |
        | Wraith        | Ghost         | In the case of a mass mech  |
        |               |               | attack by either Terran or  |
        |               |               | Protoss, the ghosts may use |
        |               |               | their Lockdown spell to pa- |
        |               |               | ralyze those major mechs    |
        |               |               | while the wraiths give them |
        |               |               | a good beating.             |
        |               |               |                             |
        | Wraith        | Vulture       | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Wraith        | Siege Tank    | Wraiths are quite pathetic  |
        |               |               | in air-to-ground situations,|
        |               |               | and using your less basic   |
        |               |               | ground units (siege tanks)  |
        |               |               | to help them out is just    |
        |               |               | the thing to do. Not as     |
        |               |               | recommended as the wraith-  |
        |               |               | marine combo, but recommen- |
        |               |               | ded nonetheless.            |
        |               |               |                             |
        | Wraith        | Goliath       | The wraiths here could pick |
        |               |               | on large ground units that  |
        |               |               | can't attack airborne foes, |
        |               |               | but once the opponent's air |
        |               |               | force arrives, it's time to |
        |               |               | play some hit and run to    |
        |               |               | lure them into the goliaths'|
        |               |               | loving missiles.            |
        |               |               |                             |
        | Wraith        | Wraith        | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Wraith        | Dropship      | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Wraith        | Science       | Using a science vessel to   |
        |               | Vessel        | provide your wraiths with   |
        |               |               | much needed protection via  |
        |               |               | Defensive Matrix will give  |
        |               |               | them enough time to destroy |
        |               |               | more than twice their total |
        |               |               | worth. Should've been one   |
        |               |               | of those highly recommended |
        |               |               | combos, but for some reason |
        |               |               | I don't use it much. Per-   |
        |               |               | haps it's because wraiths   |
        |               |               | should always come in tens, |
        |               |               | and casting Defensive Mat-  |
        |               |               | rix on all of them is just  |
        |               |               | too tedious!                |
        |               |               |                             |
        | Wraith        | Battlecruiser | No specific strategies for  |
        |               |               | this type of combo. Just    |
        |               |               | remember NOT to show your   |
        |               |               | battlecruisers to the enemy |
        |               |               | if your cloaked wraiths can |
        |               |               | accomplish the mission by   |
        |               |               | themselves.                 |
        |               |               |                             |
        | Dropship      | SCV           | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | Dropship      | Marine        | And how do you expect to    |
        |               |               | attack with a dropship? You |
        |               |               | don't! Using the dropship   |
        |               |               | as a decoy is quite a cool  |
        |               |               | idea, but still I wouldn't  |
        |               |               | recommend it.               |
        |               |               |                             |
        | Dropship      | Firebat       | And how do you expect to    |
        |               |               | attack with a dropship? You |
        |               |               | don't! Using the dropship   |
        |               |               | as a decoy is quite a cool  |
        |               |               | idea, but still I wouldn't  |
        |               |               | recommend it.               |
        |               |               |                             |
        | Dropship      | Ghost         | And how do you expect to    |
        |               |               | attack with a dropship? You |
        |               |               | don't! Using the dropship   |
        |               |               | as a decoy is quite a cool  |
        |               |               | idea, but still I wouldn't  |
        |               |               | recommend it.               |
        |               |               |                             |
        | Dropship      | Vulture       | And how do you expect to    |
        |               |               | attack with a dropship? You |
        |               |               | don't! Using the dropship   |
        |               |               | as a decoy is quite a cool  |
        |               |               | idea, but still I wouldn't  |
        |               |               | recommend it.               |
        |               |               |                             |
        | Dropship      | Siege Tank    | And how do you expect to    |
        |               |               | attack with a dropship? You |
        |               |               | don't! Using the dropship   |
        |               |               | as a decoy is quite a cool  |
        |               |               | idea, but still I wouldn't  |
        |               |               | recommend it.               |
        |               |               |                             |
        | Dropship      | Goliath       | And how do you expect to    |
        |               |               | attack with a dropship? You |
        |               |               | don't! Using the dropship   |
        |               |               | as a decoy is quite a cool  |
        |               |               | idea, but still I wouldn't  |
        |               |               | recommend it. (I actually   |
        |               |               | said that six times in a    |
        |               |               | row!! whew...)              |
        |               |               |                             |
        | Dropship      | Wraith        | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Dropship      | Dropship      | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Dropship      | Science       | A combo of two non-attack-  |
        |               | Vessel        | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | Dropship      | Battlecruiser | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Science       | SCV           | Well, you can Irradiate all |
        | Vessel        |               | the opponent's units while  |
        |               |               | using the SCV to repair any |
        |               |               | damage sustained, but this  |
        |               |               | type of combo just won't    |
        |               |               | work for long even against  |
        |               |               | average players.            |
        |               |               |                             |
        | Science       | Marine        | Only works for the Protoss: |
        | Vessel        |               | EMP Shockwave his base then |
        |               |               | clean it up. 'Nuff said.    |
        |               |               |                             |
        | Science       | Firebat       | Only works for the Protoss: |
        | Vessel        |               | EMP Shockwave his base then |
        |               |               | fire it up. Easier said     |
        |               |               | than done.                  |
        |               |               |                             |
        | Science       | Ghost         | Only works for the Protoss: |
        | Vessel        |               | EMP Shockwave his base then |
        |               |               | nuke it. If absolutely      |
        |               |               | nothing explodes or even    |
        |               |               | flames up, then he must be  |
        |               |               | using some sort of god mode |
        |               |               | hack for Starcraft!         |
        |               |               |                             |
        | Science       | Vulture       | Only works for the Protoss: |
        | Vessel        |               | EMP Shockwave his base then |
        |               |               | attack while planting your  |
        |               |               | spider mines to ensure its  |
        |               |               | sterility.                  |
        |               |               |                             |
        | Science       | Siege Tank    | Only works for the Protoss: |
        | Vessel        |               | EMP Shockwave his base then |
        |               |               | give it a good whacking. A  |
        |               |               | very old strategy and one   |
        |               |               | good example of winning the |
        |               |               | traditional way.            |
        |               |               |                             |
        | Science       | Goliath       | Only works for the Protoss: |
        | Vessel        |               | EMP Shockwave his base, in  |
        |               |               | areas where air units are   |
        |               |               | in abundance, then use your |
        |               |               | goliaths to take them all   |
        |               |               | out without even breaking a |
        |               |               | sweat.                      |
        |               |               |                             |
        | Science       | Wraith        | Only works for the Protoss: |
        | Vessel        |               | EMP Shockwave his base then |
        |               |               | clean it all up, just like  |
        |               |               | with the marines.           |
        |               |               |                             |
        | Science       | Dropship      | A combo of a transport unit |
        | Vessel        |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Science       | Science       | This ain't no combo so try  |
        | Vessel        | Vessel        | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Science       | Battlecruiser | Only works for the Protoss: |
        | Vessel        |               | EMP Shockwave his base then |
        |               |               | finish it off with the awe- |
        |               |               | some power of the battle-   |
        |               |               | cruiser's Yamato Gun.       |
        |               |               |                             |
        | Battlecruiser | SCV           | Using an SCV to repair your |
        |               |               | mechanical units while they |
        |               |               | duke it out with the enemy  |
        |               |               | is a good idea, but only    |
        |               |               | for your battlecruisers,    |
        |               |               | which are large enough to   |
        |               |               | hide the SCVs that are try- |
        |               |               | ing to repair them.         |
        |               |               |                             |
        | Battlecruiser | Marine        | Only works for the Zerg:    |
        |               |               | Use your battlecruisers to  |
        |               |               | cast Yamato Guns on the     |
        |               |               | opponent's buildings. While |
        |               |               | they're busy, your marines  |
        |               |               | will be on the lookout for  |
        |               |               | stray scourges that most    |
        |               |               | likely would go for the air |
        |               |               | units--the battlecruisers-- |
        |               |               | you are using.              |
        |               |               |                             |
        | Battlecruiser | Firebat       | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Battlecruiser | Ghost         | In the case of a mass mech  |
        |               |               | attack by either Terran or  |
        |               |               | Protoss, the ghosts may use |
        |               |               | their Lockdown spell to pa- |
        |               |               | ralyze those major mechs    |
        |               |               | while the battlecruisers    |
        |               |               | give them a good gunning.   |
        |               |               |                             |
        | Battlecruiser | Vulture       | The vultures can simply     |
        |               |               | help the battlecruisers out |
        |               |               | in whacking an army of effi-|
        |               |               | cient ground-to-air units,  |
        |               |               | but really it's just the    |
        |               |               | battlecruisers that'd take  |
        |               |               | care of almost everything   |
        |               |               | else.                       |
        |               |               |                             |
        | Battlecruiser | Siege Tank    | Another cool "brute" combo, |
        |               |               | works both ways and, as you |
        |               |               | may already have noticed,   |
        |               |               | utilizes your battlecrui-   |
        |               |               | sers to take out the enemy  |
        |               |               | air units and the siege-    |
        |               |               | moded siege tanks for those |
        |               |               | that move on land---cool!   |
        |               |               |                             |
        | Battlecruiser | Goliath       | And yet another cool "brute"|
        |               |               | combo, works both ways and, |
        |               |               | as you may already have     |
        |               |               | noticed utilizes your goli- |
        |               |               | aths to take out the enemy  |
        |               |               | air units and the battle-   |
        |               |               | cruisers for those that     |
        |               |               | move on land---very cool!   |
        |               |               |                             |
        | Battlecruiser | Wraith        | No specific strategies for  |
        |               |               | this type of combo. Just    |
        |               |               | remember NOT to show your   |
        |               |               | battlecruisers to the enemy |
        |               |               | if your cloaked wraiths can |
        |               |               | accomplish the mission by   |
        |               |               | themselves.                 |
        |               |               |                             |
        | Battlecruiser | Dropship      | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Battlecruiser | Science       | Using a science vessel to   |
        |               | Vessel        | provide your high damaging  |
        |               |               | units with much needed pro- |
        |               |               | tection via Defensive Mat-  |
        |               |               | rix will give them more or  |
        |               |               | less enough time to destroy |
        |               |               | more than twice their total |
        |               |               | worth. Highly recommended.  |
        |               |               |                             |
        | Battlecruiser | Battlecruiser | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        |               |               |                             |
-----------------------------------------------------------------------
                                                                       
                                                                       
Other Terran combos include:
                                                                       
                                                                       
1) attackers       : any ground unit       -|
   extra attackers : any other ground unit -|
   back-up         : dropship              -|
   extra back-up   : science vessel        ---> Dropships can rarely enter
                                                any base unharmed, or any
   expected ratio  : any number less than       good base alive. It is
                     or equal to sixteen        therefore the job of the
                     ground units for every     science vessel to provide
                     two dropships and one      the dropship with a Defensive
                     science vessel             Matrix before the said
                                                transport unit proceeds
                                                to unload your men in the
                                                middle of an opponent's
                                                base.
                                                                       
                                                                       
2) attackers       : marine     -|
   extra attackers : none       -|
   back-up         : siege tank -|
   extra back-up   : goliath    ---> Marines will play some hit and run,
                                     while those tanks (in siege mode, of
   expected ratio  : four marines    course) will play hit and hit. Only
                     for every one   an enemy flyer can pass through this
                     siege tank and  type of combo alive, but with goliaths
                     one goliath     hunting them down as soon as they
                                     leave their base perimeter, they don't
                                     have much chance of survival.
                                                                       
                                                                       
3) attackers       : wraith         -|
   extra attackers : battlecruiser  -|
   back-up         : science vessel -|
   extra back-up   : none           ---> You first attack with a bunch
                                         of cloaked wraiths and finish
   expected ratio  : six wraiths for     the job if you can. If you can't,
                     every two battle-   then send in the battlecruisers
                     cruisers and one    to attack along with the wraiths.
                     science vessel      And if you STILL think you're
                                         eventually gonna be overpowered
                                         by their numbers, then use your
                                         science vessels to cast Defensive
                                         Matrix on the battlecruisers,
                                         especially those that are just
                                         about done for.
                                                                       
                                                                       
_______________________________________________________________________
Race____|_Attacker______|_Back-up_______|_Comments____________________|
        |               |               |                             |
Zerg    | Drone         | Drone         | Are you kiddin me, boy!?    |
        |               |               | Use this type of attack,    |
        |               |               | (note: it ain't no combo)   |
        |               |               | when rushing the opponent   |
        |               |               | VERY early in the game;     |
        |               |               | still a very lame idea if   |
        |               |               | ya ask me, but it's your    |
        |               |               | choice.                     |
        |               |               |                             |
        | Drone         | Zergling      | Attacking with a drone is   |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | Drone         | Hydralisk     | Attacking with a drone is   |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | Drone         | Ultralisk     | Attacking with a drone is   |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               | (That's three times I said  |
        |               |               | the exact same thing...)    |
        |               |               |                             |
        | Drone         | Defiler       | Changing my lines a little  |
        |               |               | bit, using a drone to win's |
        |               |               | just plain pathetic, unless |
        |               |               | the opponent's units have   |
        |               |               | already suffered the full   |
        |               |               | effects of the defiler's    |
        |               |               | Plague spell, and you got   |
        |               |               | no other men to finish the  |
        |               |               | job.                        |
        |               |               |                             |
        | Drone         | Broodling     | Going back to the original, |
        |               |               | attacking with a drone is   |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | Drone         | Infested      | And again for the 5th time, |
        |               | Terran        | attacking with a drone is   |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | Drone         | Overlord      | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me. (Hooyah! an en-  |
        |               |               | tirely different quote!)    |
        |               |               |                             |
        | Drone         | Mutalisk      | And for the last 3 times,   |
        |               |               | Attacking with a drone is   |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | Drone         | Guardian      | Attacking with a drone is   |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | Drone         | Queen         | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me. (That's twice I  |
        |               |               | used the new quote :p )     |
        |               |               |                             |
        | Drone         | Scourge       | Attacking with a drone is   |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               | (Whoa! That makes a total   |
        |               |               | of EIGHT identical comments |
        |               |               | for the drone! Goes to show |
        |               |               | how these workers really    |
        |               |               | fare in the battlefield...) |
        |               |               |                             |
        | Zergling      | Drone         | As mentioned, do not use a  |
        |               |               | combo such as this. It's    |
        |               |               | sheer waste of minerals.    |
        |               |               | The drone is a very pathe-  |
        |               |               | tic creature in terms of    |
        |               |               | attacking, and even as back-|
        |               |               | up it won't have much use.  |
        |               |               |                             |
        | Zergling      | Zergling      | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Zergling      | Hydralisk     | The strategies that come    |
        |               |               | with this combo are quite   |
        |               |               | simple: just use your zerg- |
        |               |               | lings against his stronger  |
        |               |               | but shorter-ranged ground   |
        |               |               | units, while the hydralisks |
        |               |               | continously whack them from |
        |               |               | afar.                       |
        |               |               |                             |
        | Zergling      | Ultralisk     | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Zergling      | Defiler       | The defiler's Dark Swarm    |
        |               |               | spell enables any unit to   |
        |               |               | penetrate any opponent's    |
        |               |               | base unharmed by what most  |
        |               |               | likely it would face first, |
        |               |               | namely, units with long-    |
        |               |               | range weapons! With this    |
        |               |               | spell cast in strategic     |
        |               |               | locations throughout your   |
        |               |               | opponent's base, your zerg- |
        |               |               | lings should have no prob-  |
        |               |               | lem finishing their mission |
        |               |               | in record time.             |
        |               |               |                             |
        | Zergling      | Broodling     | Nothing this type of combo  |
        |               |               | can do that can't be done   |
        |               |               | by zerglings alone, simply  |
        |               |               | because the broodlings are  |
        |               |               | extremely weak, even weaker |
        |               |               | than the zerglings!         |
        |               |               |                             |
        | Zergling      | Infested      | Works both ways, since the  |
        |               | Terran        | strategies that come with   |
        |               |               | combos such as these are    |
        |               |               | quite simple: Use either of |
        |               |               | your units to attack the    |
        |               |               | opponent's units and keep   |
        |               |               | them busy, while the rest   |
        |               |               | of the combo target your    |
        |               |               | opponent's buildings.       |
        |               |               |                             |
        | Zergling      | Overlord      | Your overlord will load the |
        |               |               | zerglings and situate them  |
        |               |               | somewhere in the middle of  |
        |               |               | an opponent's base, what    |
        |               |               | else were you thinking for  |
        |               |               | this type of combo?         |
        |               |               |                             |
        | Zergling      | Mutalisk      | The zerglings will enter an |
        |               |               | opponent's base, split up,  |
        |               |               | and attack everything in    |
        |               |               | sight. And while they do,   |
        |               |               | the mutalisks and their     |
        |               |               | bouncing Glave Wurms will   |
        |               |               | finish the job, or jobs.    |
        |               |               |                             |
        | Zergling      | Guardian      | Your zerglings will swarm   |
        |               |               | the opponent's base, attack-|
        |               |               | ing anything you want it to.|
        |               |               | Meanwhile, you must utilize |
        |               |               | your guardians to take out  |
        |               |               | enemy spell casters as well |
        |               |               | as his splash-damagers,     |
        |               |               | since it's these two types  |
        |               |               | of units that can really    |
        |               |               | ruin a swarm.               |
        |               |               |                             |
        | Zergling      | Queen         | Nothing specific for this   |
        |               |               | type of combo; just use the |
        |               |               | zerglings for attacking,    |
        |               |               | and at the same time use    |
        |               |               | your queens for casting     |
        |               |               | spells other than Parasite  |
        |               |               | on enemy units when needed. |
        |               |               |                             |
        | Zergling      | Scourge       | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Hydralisk     | Drone         | As mentioned, do not use a  |
        |               |               | combo such as this. It's    |
        |               |               | sheer waste of minerals.    |
        |               |               | The drone is a very pathe-  |
        |               |               | tic creature in terms of    |
        |               |               | attacking, and even as back-|
        |               |               | up it won't have much use.  |
        |               |               |                             |
        | Hydralisk     | Zergling      | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Hydralisk     | Hydralisk     | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Hydralisk     | Ultralisk     | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Hydralisk     | Defiler       | The defiler's Dark Swarm    |
        |               |               | spell enables any unit to   |
        |               |               | penetrate any opponent's    |
        |               |               | base unharmed by what most  |
        |               |               | likely it would face first, |
        |               |               | namely, units with long-    |
        |               |               | range weapons! With this    |
        |               |               | spell cast in strategic     |
        |               |               | locations throughout your   |
        |               |               | opponent's base, your hydra-|
        |               |               | lisks should have no prob-  |
        |               |               | lem finishing their mission |
        |               |               | in record time. Take note   |
        |               |               | that even though your hydra-|
        |               |               | lisks themselves wouldn't   |
        |               |               | be able to deal damage to   |
        |               |               | their enemies, they can and |
        |               |               | should attack the enemy's   |
        |               |               | buildings instead.          |
        |               |               |                             |
        | Hydralisk     | Broodling     | Nothing this type of combo  |
        |               |               | can do that can't be done   |
        |               |               | by hydralisks alone, simply |
        |               |               | because the broodlings are  |
        |               |               | extremely weak, even weaker |
        |               |               | than the zerglings!         |
        |               |               |                             |
        | Hydralisk     | Infested      | Works both ways, since the  |
        |               | Terran        | strategies that come with   |
        |               |               | combos such as these are    |
        |               |               | quite simple: Use either of |
        |               |               | your units to attack the    |
        |               |               | opponent's units and keep   |
        |               |               | them busy, while the rest   |
        |               |               | of the combo target your    |
        |               |               | opponent's buildings.       |
        |               |               |                             |
        | Hydralisk     | Overlord      | Your overlord will load the |
        |               |               | hydralisks and situate them |
        |               |               | somewhere in the middle of  |
        |               |               | an opponent's base, what    |
        |               |               | else were you thinking for  |
        |               |               | this type of combo?         |
        |               |               |                             |
        | Hydralisk     | Mutalisk      | The hydralisks will enter   |
        |               |               | an opponent's base, split   |
        |               |               | up, and attack everything   |
        |               |               | in sight. And while they    |
        |               |               | do, the mutalisks and their |
        |               |               | bouncing Glave Wurms will   |
        |               |               | finish the job, or jobs.    |
        |               |               |                             |
        | Hydralisk     | Guardian      | Your hydralisks will swarm  |
        |               |               | the opponent's base, attack-|
        |               |               | ing anything you want it to.|
        |               |               | Meanwhile, you must utilize |
        |               |               | your guardians to take out  |
        |               |               | enemy spell casters as well |
        |               |               | as his splash-damagers,     |
        |               |               | since it's these two types  |
        |               |               | of units that can really    |
        |               |               | ruin a swarm.               |
        |               |               |                             |
        | Hydralisk     | Queen         | Nothing specific for this   |
        |               |               | type of combo; just use the |
        |               |               | hydralisks for attacking,   |
        |               |               | and at the same time use    |
        |               |               | your queens for casting     |
        |               |               | spells other than Parasite  |
        |               |               | on enemy units when needed. |
        |               |               |                             |
        | Hydralisk     | Scourge       | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Ultralisk     | Drone         | As mentioned, do not use a  |
        |               |               | combo such as this. It's    |
        |               |               | sheer waste of minerals.    |
        |               |               | The drone is a very pathe-  |
        |               |               | tic creature in terms of    |
        |               |               | attacking, and even as back-|
        |               |               | up it won't have much use.  |
        |               |               |                             |
        | Ultralisk     | Zergling      | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Ultralisk     | Hydralisk     | The strategies that come    |
        |               |               | with this combo are quite   |
        |               |               | simple: just use your ultra-|
        |               |               | lisks against his stronger  |
        |               |               | but shorter-ranged ground   |
        |               |               | units, while the hydralisks |
        |               |               | continously whack them from |
        |               |               | afar.                       |
        |               |               |                             |
        | Ultralisk     | Ultralisk     | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Ultralisk     | Defiler       | The defiler's Dark Swarm    |
        |               |               | spell enables any unit to   |
        |               |               | penetrate any opponent's    |
        |               |               | base unharmed by what most  |
        |               |               | likely it would face first, |
        |               |               | namely, units with long-    |
        |               |               | range weapons! With this    |
        |               |               | spell cast in strategic     |
        |               |               | locations throughout your   |
        |               |               | opponent's base, your ultra-|
        |               |               | lisks should have no prob-  |
        |               |               | lem finishing their mission |
        |               |               | in record time.             |
        |               |               |                             |
        | Ultralisk     | Broodling     | Nothing this type of combo  |
        |               |               | can do that can't be done   |
        |               |               | by ultralisks alone, simply |
        |               |               | because the broodlings are  |
        |               |               | extremely weak, even weaker |
        |               |               | than the zerglings!         |
        |               |               |                             |
        | Ultralisk     | Infested      | Works both ways, since the  |
        |               | Terran        | strategies that come with   |
        |               |               | combos such as these are    |
        |               |               | quite simple: Use either of |
        |               |               | your units to attack the    |
        |               |               | opponent's units and keep   |
        |               |               | them busy, while the rest   |
        |               |               | of the combo target your    |
        |               |               | opponent's buildings.       |
        |               |               |                             |
        | Ultralisk     | Overlord      | Your overlord will load the |
        |               |               | ultralisks and situate them |
        |               |               | somewhere in the middle of  |
        |               |               | an opponent's base, what    |
        |               |               | else were you thinking for  |
        |               |               | this type of combo?         |
        |               |               |                             |
        | Ultralisk     | Mutalisk      | The ultralisks will enter   |
        |               |               | an opponent's base, split   |
        |               |               | up, and attack everything   |
        |               |               | in sight. And while they    |
        |               |               | do, the mutalisks and their |
        |               |               | bouncing Glave Wurms will   |
        |               |               | finish the job, or jobs.    |
        |               |               |                             |
        | Ultralisk     | Guardian      | A good example of a "brute" |
        |               |               | combo, works both ways and  |
        |               |               | utilizes your guardians to  |
        |               |               | take out the opponent's     |
        |               |               | spell casters and your ul-  |
        |               |               | tralisks to take care of    |
        |               |               | everything else.            |
        |               |               |                             |
        | Ultralisk     | Queen         | Nothing specific for this   |
        |               |               | type of combo; just use the |
        |               |               | ultralisks for attacking,   |
        |               |               | and at the same time use    |
        |               |               | your queens for casting     |
        |               |               | spells other than Parasite  |
        |               |               | on enemy units when needed. |
        |               |               |                             |
        | Ultralisk     | Scourge       | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Defiler       | Drone         | As mentioned quite earlier, |
        |               |               | using a drone to win is     |
        |               |               | just plain pathetic, unless |
        |               |               | the opponent's units have   |
        |               |               | already suffered the full   |
        |               |               | effects of the defiler's    |
        |               |               | Plague spell, and you got   |
        |               |               | no other men to finish the  |
        |               |               | job.                        |
        |               |               |                             |
        | Defiler       | Zergling      | Plague his base then eat it |
        |               |               | up. Easier said than done.  |
        |               |               |                             |
        | Defiler       | Hydralisk     | Plague his base then slime  |
        |               |               | it all up. Sounds good,     |
        |               |               | tastes even better.         |
        |               |               |                             |
        | Defiler       | Ultralisk     | Plague his entire base then |
        |               |               | give it a good whacking. A  |
        |               |               | very old strategy and one   |
        |               |               | good example of winning the |
        |               |               | traditional way.            |
        |               |               |                             |
        | Defiler       | Defiler       | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Defiler       | Broodling     | Using a broodling to win's  |
        |               |               | just plain pathetic, unless |
        |               |               | the opponent's units have   |
        |               |               | already suffered the full   |
        |               |               | effects of the defiler's    |
        |               |               | Plague spell, and you got   |
        |               |               | no other men to finish the  |
        |               |               | job.                        |
        |               |               |                             |
        | Defiler       | Infested      | Plague his base then blow   |
        |               | Terran        | it up. 'Nuff said.          |
        |               |               |                             |
        | Defiler       | Overlord      | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | Defiler       | Mutalisk      | The only difference between |
        |               |               | this combo and doing it the |
        |               |               | other way around is the or- |
        |               |               | der of action: This time    |
        |               |               | the defiler casts Plague    |
        |               |               | BEFORE its back-up units--- |
        |               |               | the mutalisks---attack.     |
        |               |               |                             |
        | Defiler       | Guardian      | The only difference between |
        |               |               | this combo and doing it the |
        |               |               | other way around is the or- |
        |               |               | der of action: This time    |
        |               |               | the defiler casts Plague    |
        |               |               | BEFORE its back-up units--- |
        |               |               | the guardians---attack.     |
        |               |               |                             |
        | Defiler       | Queen         | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | Defiler       | Scourge       | The only difference between |
        |               |               | this combo and doing it the |
        |               |               | other way around is the or- |
        |               |               | der of action: This time    |
        |               |               | the defiler casts Plague    |
        |               |               | BEFORE its back-up units--- |
        |               |               | the scourges---attack.      |
        |               |               |                             |
        | Broodling     | Drone         | As mentioned, do not use a  |
        |               |               | combo such as this. It's    |
        |               |               | sheer waste of minerals.    |
        |               |               | The drone is a very pathe-  |
        |               |               | tic creature in terms of    |
        |               |               | attacking, and even as back-|
        |               |               | up it won't have much use.  |
        |               |               |                             |
        | Broodling     | Zergling      | Nothing this type of combo  |
        |               |               | can do that can't be done   |
        |               |               | by zerglings alone, simply  |
        |               |               | because the broodlings are  |
        |               |               | extremely weak, even weaker |
        |               |               | than the zerglings!         |
        |               |               |                             |
        | Broodling     | Hydralisk     | Nothing this type of combo  |
        |               |               | can do that can't be done   |
        |               |               | by hydralisks alone, simply |
        |               |               | because the broodlings are  |
        |               |               | extremely weak, even weaker |
        |               |               | than the zerglings!         |
        |               |               |                             |
        | Broodling     | Ultralisk     | Nothing this type of combo  |
        |               |               | can do that can't be done   |
        |               |               | by ultralisks alone, simply |
        |               |               | because the broodlings are  |
        |               |               | extremely weak, even weaker |
        |               |               | than the zerglings!         |
        |               |               |                             |
        | Broodling     | Defiler       | Many people believe that it |
        |               |               | simply is illogical to cast |
        |               |               | Plague in an area where     |
        |               |               | your allies are present but |
        |               |               | you wouldn't mind sacrifi-  |
        |               |               | cing a few (and even a lot) |
        |               |               | of your broodlings for a    |
        |               |               | well-placed Plague , would  |
        |               |               | you? Would you !?           |
        |               |               |                             |
        | Broodling     | Broodling     | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Broodling     | Infested      | Look, your infested terrans |
        |               | Terran        | would probably even KILL    |
        |               |               | all your broodlings in the  |
        |               |               | process of backing them up. |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | Broodling     | Overlord      | Your overlord will load the |
        |               |               | broodlings and situate them |
        |               |               | somewhere in the middle of  |
        |               |               | an opponent's base, what    |
        |               |               | else were you thinking for  |
        |               |               | this type of combo?         |
        |               |               |                             |
        | Broodling     | Mutalisk      | Nothing this type of combo  |
        |               |               | can do that can't be done   |
        |               |               | by mutalisks alone, simply  |
        |               |               | because the broodlings are  |
        |               |               | extremely weak, even weaker |
        |               |               | than the zerglings!         |
        |               |               |                             |
        | Broodling     | Guardian      | Nothing this type of combo  |
        |               |               | can do that can't be done   |
        |               |               | by guardians alone, simply  |
        |               |               | because the broodlings are  |
        |               |               | extremely weak, even weaker |
        |               |               | than the zerglings! (How    |
        |               |               | many times did I say that?  |
        |               |               | five? Ow, shucks...)        |
        |               |               |                             |
        | Broodling     | Queen         | Works both ways, since,     |
        |               |               | after all, broodlings DO    |
        |               |               | come from the queens! But   |
        |               |               | as far as I'm concerned,    |
        |               |               | the fact that an enemy unit |
        |               |               | was killed in the process   |
        |               |               | is enough for the combo to  |
        |               |               | be well worth the energy of |
        |               |               | the beloved queen.          |
        |               |               |                             |
        | Broodling     | Scourge       | Besides being both small    |
        |               |               | and weak, the scourge is a  |
        |               |               | sacrificial unit while the  |
        |               |               | broodling dies after some   |
        |               |               | time. Teaming them up is    |
        |               |               | pretty much the same as     |
        |               |               | having them attack indivi-  |
        |               |               | dually.                     |
        |               |               |                             |
        | Infested      | Drone         | As mentioned, do not use a  |
        | Terran        |               | combo such as this. It's    |
        |               |               | sheer waste of minerals.    |
        |               |               | The drone is a very pathe-  |
        |               |               | tic creature in terms of    |
        |               |               | attacking, and even as back-|
        |               |               | up it won't have much use.  |
        |               |               |                             |
        | Infested      | Zergling      | Works both ways, since the  |
        | Terran        |               | strategies that come with   |
        |               |               | combos such as these are    |
        |               |               | quite simple: Use either of |
        |               |               | your units to attack the    |
        |               |               | opponent's units and keep   |
        |               |               | them busy, while the rest   |
        |               |               | of the combo target your    |
        |               |               | opponent's buildings.       |
        |               |               |                             |
        | Infested      | Hydralisk     | Works both ways, since the  |
        | Terran        |               | strategies that come with   |
        |               |               | combos such as these are    |
        |               |               | quite simple: Use either of |
        |               |               | your units to attack the    |
        |               |               | opponent's units and keep   |
        |               |               | them busy, while the rest   |
        |               |               | of the combo target your    |
        |               |               | opponent's buildings.       |
        |               |               |                             |
        | Infested      | Ultralisk     | Works both ways, since the  |
        | Terran        |               | strategies that come with   |
        |               |               | combos such as these are    |
        |               |               | quite simple: Use either of |
        |               |               | your units to attack the    |
        |               |               | opponent's units and keep   |
        |               |               | them busy, while the rest   |
        |               |               | of the combo target your    |
        |               |               | opponent's buildings.       |
        |               |               |                             |
        | Infested      | Defiler       | The defiler's Dark Swarm    |
        | Terran        |               | spell enables any unit to   |
        |               |               | penetrate any opponent's    |
        |               |               | base unharmed by what most  |
        |               |               | likely it would face first, |
        |               |               | namely, units with long-    |
        |               |               | range weapons! With this    |
        |               |               | spell cast in strategic     |
        |               |               | locations throughout your   |
        |               |               | opponent's base, your in-   |
        |               |               | fested terrans should have  |
        |               |               | no problem finishing their  |
        |               |               | mission in record time.     |
        |               |               |                             |
        | Infested      | Broodling     | Nothing this type of combo  |
        | Terran        |               | can do that can't be done   |
        |               |               | by the infested terrans     |
        |               |               | alone since broodlings are  |
        |               |               | extremely weak, even weaker |
        |               |               | than the zerglings!         |
        |               |               |                             |
        | Infested      | Infested      | This ain't no combo so try  |
        | Terran        | Terran        | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        |               |               |                             |
        | Infested      | Overlord      | Your overlord will load the |
        | Terran        |               | infested terrans and unload |
        |               |               | them somewhere right in the |
        |               |               | middle of an opponent's     |
        |               |               | base, what else were you    |
        |               |               | thinking for this type of   |
        |               |               | combo?                      |
        |               |               |                             |
        | Infested      | Mutalisk      | The infested terrans will   |
        | Terran        |               | enter an opponent's base,   |
        |               |               | split up, and attack every- |
        |               |               | thing in sight. And while   |
        |               |               | they do, the mutalisks and  |
        |               |               | their bouncing Glave Wurms  |
        |               |               | will finish the job, or     |
        |               |               | jobs.                       |
        |               |               |                             |
        | Infested      | Guardian      | Your infested terrans will  |
        | Terran        |               | swarm the opponent's base,  |
        |               |               | attacking anything you want |
        |               |               | it to. Meanwhile, you must  |
        |               |               | use your guardians to take  |
        |               |               | out enemy spell casters as  |
        |               |               | well as his splash-damagers,|
        |               |               | since it's these two types  |
        |               |               | of units that can really    |
        |               |               | ruin a swarm.               |
        |               |               |                             |
        | Infested      | Queen         | Nothing specific for this   |
        | Terran        |               | type of combo; just use the |
        |               |               | infested terrans for attack-|
        |               |               | ing, and at the same time   |
        |               |               | use your queens for casting |
        |               |               | spells other than Parasite  |
        |               |               | on enemy units when needed. |
        |               |               |                             |
        | Infested      | Scourge       | "SACRIFICE US!!" This combo |
        | Terran        |               | works both ways, since the  |
        |               |               | strategies that come with   |
        |               |               | combos such as these are    |
        |               |               | quite simple: Use either of |
        |               |               | your units to attack the    |
        |               |               | opponent's units and keep   |
        |               |               | them busy, while the rest   |
        |               |               | of the combo target your    |
        |               |               | opponent's buildings.       |
        |               |               |                             |
        | Overlord      | Drone         | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | Overlord      | Zergling      | And how do you expect to    |
        |               |               | attack with an overlord?    |
        |               |               | You don't! Using your over- |
        |               |               | lord as a decoy is quite a  |
        |               |               | cool idea, but still I      |
        |               |               | wouldn't recommend it.      |
        |               |               |                             |
        | Overlord      | Hydralisk     | And how do you expect to    |
        |               |               | attack with an overlord?    |
        |               |               | You don't! Using your over- |
        |               |               | lord as a decoy is quite a  |
        |               |               | cool idea, but still I      |
        |               |               | wouldn't recommend it.      |
        |               |               |                             |
        | Overlord      | Ultralisk     | And how do you expect to    |
        |               |               | attack with an overlord?    |
        |               |               | You don't! Using your over- |
        |               |               | lord as a decoy is quite a  |
        |               |               | cool idea, but still I      |
        |               |               | wouldn't recommend it.      |
        |               |               |                             |
        | Overlord      | Defiler       | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | Overlord      | Broodling     | And how do you expect to    |
        |               |               | attack with an overlord?    |
        |               |               | You don't! Using your over- |
        |               |               | lord as a decoy is quite a  |
        |               |               | cool idea, but still I      |
        |               |               | wouldn't recommend it.      |
        |               |               |                             |
        | Overlord      | Infested      | And how do you expect to    |
        |               | Terran        | attack with an overlord?    |
        |               |               | You don't! Using your over- |
        |               |               | lord as a decoy is quite a  |
        |               |               | cool idea, but still I      |
        |               |               | wouldn't recommend it.      |
        |               |               | (Please bear with the fact  |
        |               |               | that I restate my comments  |
        |               |               | in different events, since  |
        |               |               | there really is no better   |
        |               |               | way to do it.)              |
        |               |               |                             |
        | Overlord      | Overlord      | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Overlord      | Mutalisk      | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Overlord      | Guardian      | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Overlord      | Queen         | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | Overlord      | Scourge       | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me. (yeah, yeah, repetitive |
        |               |               | I know that!)               |
        |               |               |                             |
        | Mutalisk      | Drone         | As mentioned, do not use a  |
        |               |               | combo such as this. It's    |
        |               |               | sheer waste of minerals.    |
        |               |               | The drone is a very pathe-  |
        |               |               | tic creature in terms of    |
        |               |               | attacking, and even as back-|
        |               |               | up it won't have much use.  |
        |               |               |                             |
        | Mutalisk      | Zergling      | Perhaps doing it the other  |
        |               |               | way around---or just attack-|
        |               |               | ing with these units as if  |
        |               |               | they weren't teamed up---is |
        |               |               | the better idea.            |
        |               |               |                             |
        | Mutalisk      | Hydralisk     | Perhaps doing it the other  |
        |               |               | way around---or just attack-|
        |               |               | ing with these units as if  |
        |               |               | they weren't teamed up---is |
        |               |               | the better idea.            |
        |               |               |                             |
        | Mutalisk      | Ultralisk     | Perhaps doing it the other  |
        |               |               | way around---or just attack-|
        |               |               | ing with these units as if  |
        |               |               | they weren't teamed up---is |
        |               |               | the better idea.            |
        |               |               |                             |
        | Mutalisk      | Defiler       | Many people believe that it |
        |               |               | simply is illogical to cast |
        |               |               | Plague in an area where     |
        |               |               | your allies are present but |
        |               |               | you wouldn't mind sacrifi-  |
        |               |               | cing a few mutalisks for a  |
        |               |               | well-placed Plague, would   |
        |               |               | you? Would you!?            |
        |               |               |                             |
        | Mutalisk      | Broodling     | Nothing this type of combo  |
        |               |               | can do that can't be done   |
        |               |               | by mutalisks alone, simply  |
        |               |               | because the broodlings are  |
        |               |               | extremely weak, even weaker |
        |               |               | than the zerglings!         |
        |               |               |                             |
        | Mutalisk      | Infested      | Works both ways, since the  |
        |               | Terran        | strategies that come with   |
        |               |               | combos such as these are    |
        |               |               | quite simple: Use either of |
        |               |               | your units to attack the    |
        |               |               | opponent's units and keep   |
        |               |               | them busy, while the rest   |
        |               |               | of the combo target your    |
        |               |               | opponent's buildings.       |
        |               |               |                             |
        | Mutalisk      | Overlord      | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Mutalisk      | Mutalisk      | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Mutalisk      | Guardian      | Your mutalisks will swarm   |
        |               |               | the opponent's base, attack-|
        |               |               | ing anything you want it to.|
        |               |               | Meanwhile, you must utilize |
        |               |               | your guardians to take out  |
        |               |               | enemy spell casters as well |
        |               |               | as his splash-damagers,     |
        |               |               | since it's these two types  |
        |               |               | of units that can really    |
        |               |               | ruin a swarm.               |
        |               |               |                             |
        | Mutalisk      | Queen         | Nothing specific for this   |
        |               |               | type of combo; just use the |
        |               |               | mutalisks for attacking,    |
        |               |               | and at the same time use    |
        |               |               | your queens for casting     |
        |               |               | spells other than Parasite  |
        |               |               | on enemy units when needed. |
        |               |               |                             |
        | Mutalisk      | Scourge       | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Guardian      | Drone         | As mentioned, do not use a  |
        |               |               | combo such as this. It's    |
        |               |               | sheer waste of minerals.    |
        |               |               | The drone is a very pathe-  |
        |               |               | tic creature in terms of    |
        |               |               | attacking, and even as back-|
        |               |               | up it won't have much use.  |
        |               |               |                             |
        | Guardian      | Zergling      | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Guardian      | Hydralisk     | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Guardian      | Ultralisk     | A good example of a "brute" |
        |               |               | combo, works both ways and  |
        |               |               | utilizes your guardians to  |
        |               |               | take out the opponent's     |
        |               |               | spell casters and your ul-  |
        |               |               | tralisks to take care of    |
        |               |               | everything else.            |
        |               |               |                             |
        | Guardian      | Defiler       | Many people believe that it |
        |               |               | simply is illogical to cast |
        |               |               | Plague in an area where     |
        |               |               | your allies are present but |
        |               |               | you wouldn't mind sacrifi-  |
        |               |               | cing a few guardians for a  |
        |               |               | well-placed Plague, would   |
        |               |               | you? Would you!?            |
        |               |               |                             |
        | Guardian      | Broodling     | Nothing this type of combo  |
        |               |               | can do that can't be done   |
        |               |               | by guardians alone, simply  |
        |               |               | because the broodlings are  |
        |               |               | extremely weak, even weaker |
        |               |               | than the zerglings!         |
        |               |               |                             |
        | Guardian      | Infested      | Works both ways, since the  |
        |               | Terran        | strategies that come with   |
        |               |               | combos such as these are    |
        |               |               | quite simple: Use either of |
        |               |               | your units to attack the    |
        |               |               | opponent's units and keep   |
        |               |               | them busy, while the rest   |
        |               |               | of the combo target your    |
        |               |               | opponent's buildings.       |
        |               |               |                             |
        | Guardian      | Overlord      | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Guardian      | Mutalisk      | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Guardian      | Guardian      | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Guardian      | Queen         | Nothing specific for this   |
        |               |               | type of combo; just use the |
        |               |               | guardians for attacking,    |
        |               |               | and at the same time use    |
        |               |               | your queens for casting     |
        |               |               | spells other than Parasite  |
        |               |               | on enemy units when needed. |
        |               |               |                             |
        | Guardian      | Scourge       | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Queen         | Drone         | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | Queen         | Zergling      | Spawn Broodlings from your  |
        |               |               | opponent's spell casters as |
        |               |               | well as his splash-damagers |
        |               |               | then swarm with your zerg-  |
        |               |               | lings after those anti-     |
        |               |               | swarm units are taken out.  |
        |               |               |                             |
        | Queen         | Hydralisk     | Spawn Broodlings from your  |
        |               |               | opponent's spell casters as |
        |               |               | well as his splash-damagers |
        |               |               | then swarm with your hydra- |
        |               |               | lisks after those anti-     |
        |               |               | swarm units are taken out.  |
        |               |               |                             |
        | Queen         | Ultralisk     | Spawn Broodlings from your  |
        |               |               | opponent's spell casters as |
        |               |               | well as his splash-damagers |
        |               |               | then swarm with your ultra- |
        |               |               | lisks after those anti-     |
        |               |               | swarm units are taken out.  |
        |               |               |                             |
        | Queen         | Defiler       | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | Queen         | Broodling     | Works both ways, since,     |
        |               |               | after all, broodlings DO    |
        |               |               | come from the queens! But   |
        |               |               | as far as I'm concerned,    |
        |               |               | the fact that an enemy unit |
        |               |               | was killed in the process   |
        |               |               | is enough for the combo to  |
        |               |               | be well worth the energy of |
        |               |               | the beloved queen.          |
        |               |               |                             |
        | Queen         | Infested      | Spawn Broodlings from your  |
        |               | Terran        | opponent's spell casters as |
        |               |               | well as his splash-damagers |
        |               |               | then swarm with your infest-|
        |               |               | ed terrans after those anti-|
        |               |               | swarm units are taken out.  |
        |               |               |                             |
        | Queen         | Overlord      | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Queen         | Mutalisk      | Spawn Broodlings from your  |
        |               |               | opponent's spell casters as |
        |               |               | well as his splash-damagers |
        |               |               | then swarm with your muta-  |
        |               |               | lisks after those anti-     |
        |               |               | swarm units are taken out.  |
        |               |               |                             |
        | Queen         | Guardian      | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Queen         | Queen         | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Queen         | Scourge       | Cast Ensnare on the largest |
        |               |               | of your enemies' air units  |
        |               |               | (eg. Battlecruisers) then   |
        |               |               | chase them all with a batch |
        |               |               | of scourges! It's guaran-   |
        |               |               | teed no escape!             |
        |               |               |                             |
        | Scourge       | Drone         | As mentioned, do not use a  |
        |               |               | combo such as this. It's    |
        |               |               | sheer waste of minerals.    |
        |               |               | The drone is a very pathe-  |
        |               |               | tic creature in terms of    |
        |               |               | attacking, and even as back-|
        |               |               | up it won't have much use.  |
        |               |               |                             |
        | Scourge       | Zergling      | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Scourge       | Hydralisk     | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Scourge       | Ultralisk     | And again, I claim that it  |
        |               |               | works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Scourge       | Defiler       | Many people believe that it |
        |               |               | simply is illogical to cast |
        |               |               | Plague in an area where     |
        |               |               | your allies are present but |
        |               |               | you wouldn't mind sacrifi-  |
        |               |               | cing a few scourges for a   |
        |               |               | well-placed Plague, would   |
        |               |               | you? Would you!?            |
        |               |               |                             |
        | Scourge       | Broodling     | Besides being both small    |
        |               |               | and weak, the scourge is a  |
        |               |               | sacrificial unit while the  |
        |               |               | broodling dies after some   |
        |               |               | time. Teaming them up is    |
        |               |               | pretty much the same as     |
        |               |               | having them attack indivi-  |
        |               |               | dually.                     |
        |               |               |                             |
        | Scourge       | Infested      | "SACRIFICE US!!" This combo |
        |               | Terran        | works both ways, since the  |
        |               |               | strategies that come with   |
        |               |               | combos such as these are    |
        |               |               | quite simple: Use either of |
        |               |               | your units to attack the    |
        |               |               | opponent's units and keep   |
        |               |               | them busy, while the rest   |
        |               |               | of the combo target your    |
        |               |               | opponent's buildings.       |
        |               |               |                             |
        | Scourge       | Overlord      | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Scourge       | Mutalisk      | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Scourge       | Guardian      | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Scourge       | Queen         | Nothing specific for this   |
        |               |               | type of combo; just use the |
        |               |               | scourges for sacrificing,   |
        |               |               | and at the same time use    |
        |               |               | your queens for casting     |
        |               |               | spells other than Parasite  |
        |               |               | on enemy units when needed. |
        |               |               |                             |
        | Scourge       | Scourge       | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        |               |               |                             |
-----------------------------------------------------------------------
                                                                       
                                                                       
Other Zerg combos include:
                                                                       
                                                                       
1) attackers       : any ground unit       -|
   extra attackers : any other ground unit -|
   back-up         : overlord              -|
   extra back-up   : guardian              ---> Overlords can rarely enter
                                                any base unharmed, or any
   expected ratio  : any number less than       good base alive. It is
                     or equal to eight ground   therefore the job of the
                     units for every one        guardian to eliminate the
                     overlord and three guar-   opponent's best anti-transport
                     dians                      units in the game, namely,
                                                the building attackers.
                                                Then simply unload your
                                                men in the middle of the
                                                opponent's base.
                                                                       
                                                                       
2) attackers       : ultralisk  -|
   extra attackers : none       -|
   back-up         : defiler    -|
   extra back-up   : zergling   ---> The ultralisk is the best unit you   
                                     can place under Dark Swarm, which 
   expected ratio  : four ultra-     of course should be provided by your
                     lisks for       defiler. And if that ain't enough,  
                     every one de-   use your zerglings to feed the defiler
                     filer and ten   and allow it to re-cast Dark Swarm
                     zerglings       or even Plague enemy units, giving
                                     your ultralisks a much easier job
                                     of leveling any opponent's base to
                                     the ground.
                                                                       
                                                                       
3) attackers       : guardians -|
   extra attackers : mutalisks -|
   back-up         : queen     -|
   extra back-up   : none      ---> Use your guardians to attack an opponent's
                                    base, but leave his buildings in peace
   expected ratio  : six guardians  once they're near destruction and start
                     for every ten  targeting his other buildings. It is
                     mutalisks and  then the job of your mutalisks and 
                     one queen      their bouncing Glave Wurms to finish
                                    the jobs. Oh and, the queens are there
                                    to cast Ensnare on all enemy resistances,
                                    and in the Terran's case, infest their
                                    Command Centers.
                                                                       
                                                                       
_______________________________________________________________________
Race____|_Attacker______|_Back-up_______|_Comments____________________|
        |               |               |                             |
Protoss | Probe         | Probe         | Are you kiddin me, boy!?    |
        |               |               | Use this type of attack,    |
        |               |               | (note: it ain't no combo)   |
        |               |               | when rushing the opponent   |
        |               |               | VERY early in the game;     |
        |               |               | still a very lame idea if   |
        |               |               | ya ask me, but it's your    |
        |               |               | choice.                     |
        |               |               |                             |
        | Probe         | Zealot        | Attacking with a probe is   |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | Probe         | Dragoon       | Attacking with a probe is   |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | Probe         | High Templar  | Changing my lines a little  |
        |               |               | bit, using a probe to win's |
        |               |               | just plain pathetic, unless |
        |               |               | the opponent's units have   |
        |               |               | already suffered the full   |
        |               |               | effects of the high temp-   |
        |               |               | lar's Psionic Storm spell,  |
        |               |               | and you got no other men to |
        |               |               | finish the job.             |
        |               |               |                             |
        | Probe         | Archon        | Going back to the original, |
        |               |               | attacking with a probe is   |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | Probe         | Reaver        | Attacking with a probe is   |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | Probe         | Shuttle       | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | Probe         | Observer      | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | Probe         | Scout         | Attacking with a probe is   |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | Probe         | Carrier       | Attacking with a probe is   |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | Probe         | Arbiter       | Attacking with a probe is   |
        |               |               | just plain pathetic, unless |
        |               |               | it's a super-early rush.    |
        |               |               | Don't use this combo. It's  |
        |               |               | sheer waste of minerals.    |
        |               |               |                             |
        | Zealot        | Probe         | As mentioned, do not use a  |
        |               |               | combo such as this. It's    |
        |               |               | sheer waste of minerals.    |
        |               |               | The probe is a very pathe-  |
        |               |               | tic creature in terms of    |
        |               |               | attacking, and even as back-|
        |               |               | up it won't have much use.  |
        |               |               |                             |
        | Zealot        | Zealot        | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Zealot        | Dragoon       | The strategies that come    |
        |               |               | with this combo are quite   |
        |               |               | simple: just use your zea-  |
        |               |               | lots against his stronger   |
        |               |               | but shorter-ranged ground   |
        |               |               | units, while the dragoons   |
        |               |               | continously whack them from |
        |               |               | afar.                       |
        |               |               |                             |
        | Zealot        | High Templar  | Many people believe that it |
        |               |               | simply is illogical to cast |
        |               |               | Psionic Storm in an area    |
        |               |               | where your allies are but   |
        |               |               | you wouldn't mind sacrifi-  |
        |               |               | cing a few zealots for a    |
        |               |               | well-placed Psionic Storm   |
        |               |               | would you? Would you!?      |
        |               |               |                             |
        | Zealot        | Archon        | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Zealot        | Reaver        | No specific strategies for  |
        |               |               | this type of combo. Just    |
        |               |               | remember NOT to worry 'bout |
        |               |               | the splash damage dealt by  |
        |               |               | a reaver's almighty scarab, |
        |               |               | since zealots are but a     |
        |               |               | small price to pay for lots |
        |               |               | o' kills.                   |
        |               |               |                             |
        | Zealot        | Shuttle       | Your shuttle will load the  |
        |               |               | zealots and situate them    |
        |               |               | somewhere in the middle of  |
        |               |               | an opponent's base, what    |
        |               |               | else were you thinking for  |
        |               |               | this type of combo?         |
        |               |               |                             |
        | Zealot        | Observer      | Only works if you're plan-  |
        |               |               | ning to attack hidden units;|
        |               |               | Left-click on your observer |
        |               |               | then right-click on any of  |
        |               |               | your zealots. The observer  |
        |               |               | will then follow the said   |
        |               |               | unit wherever it goes, and  |
        |               |               | enable it to attack hidden  |
        |               |               | enemies of any kind.        |
        |               |               |                             |
        | Zealot        | Scout         | You can very well use your  |
        |               |               | zealots to wreck havoc in   |
        |               |               | any opponent's base, but if |
        |               |               | airborne resistance proves  |
        |               |               | to be too much to handle,   |
        |               |               | then it's time for your     |
        |               |               | scouts to lend a helping    |
        |               |               | Anti-matter Missile.        |
        |               |               |                             |
        | Zealot        | Carrier       | Always use your basic units |
        |               |               | to do basic things while    |
        |               |               | the others do the more com- |
        |               |               | plicated ones. Such is true |
        |               |               | for this type of combo,     |
        |               |               | where your zealots will do  |
        |               |               | nothing but attack the opp- |
        |               |               | onents, while your carriers |
        |               |               | specifically target their   |
        |               |               | interceptors towards the    |
        |               |               | tougher, splash-damaging    |
        |               |               | units.                      |
        |               |               |                             |
        | Zealot        | Arbiter       | The Protoss arbiter is one  |
        |               |               | of the best back-ups any    |
        |               |               | type of unit could have,    |
        |               |               | since its ability to cloak  |
        |               |               | all nearby subordinates can |
        |               |               | never go wrong. And even if |
        |               |               | the an opponent has a fair  |
        |               |               | share of detectors, it      |
        |               |               | still would be wise to keep |
        |               |               | your arbiters around, since |
        |               |               | their Stasis Field can very |
        |               |               | much lighten your current   |
        |               |               | load.                       |
        |               |               |                             |
        | Dragoon       | Probe         | As mentioned, do not use a  |
        |               |               | combo such as this. It's    |
        |               |               | sheer waste of minerals.    |
        |               |               | The probe is a very pathe-  |
        |               |               | tic creature in terms of    |
        |               |               | attacking, and even as back-|
        |               |               | up it won't have much use.  |
        |               |               |                             |
        | Dragoon       | Zealot        | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Dragoon       | Dragoon       | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Dragoon       | High Templar  | Many people believe that it |
        |               |               | simply is illogical to cast |
        |               |               | Psionic Storm in an area    |
        |               |               | where your allies are but   |
        |               |               | you wouldn't mind sacrifi-  |
        |               |               | cing a few dragoons for a   |
        |               |               | well-placed Psionic Storm   |
        |               |               | would you? Would you!?      |
        |               |               |                             |
        | Dragoon       | Archon        | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Dragoon       | Reaver        | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Dragoon       | Shuttle       | Your shuttle will load the  |
        |               |               | dragoons and situate them   |
        |               |               | somewhere in the middle of  |
        |               |               | an opponent's base, what    |
        |               |               | else were you thinking for  |
        |               |               | this type of combo?         |
        |               |               |                             |
        | Dragoon       | Observer      | Only works if you're plan-  |
        |               |               | ning to attack hidden units;|
        |               |               | Left-click on your observer |
        |               |               | then right-click on any of  |
        |               |               | your dragoons. The observer |
        |               |               | will then follow the said   |
        |               |               | unit wherever it goes, and  |
        |               |               | enable it to attack hidden  |
        |               |               | enemies of any kind. Added  |
        |               |               | note: This combo pretty     |
        |               |               | much emulates the Photon    |
        |               |               | Cannon itself!              |
        |               |               |                             |
        | Dragoon       | Scout         | You can very well use your  |
        |               |               | dragoons to wreck havoc in  |
        |               |               | any opponent's base, but if |
        |               |               | airborne resistance proves  |
        |               |               | to be too much to handle,   |
        |               |               | then it's time for your     |
        |               |               | scouts to lend a helping    |
        |               |               | Anti-matter Missile.        |
        |               |               |                             |
        | Dragoon       | Carrier       | Always use your basic units |
        |               |               | to do basic things while    |
        |               |               | the others do the more com- |
        |               |               | plicated ones. Such is true |
        |               |               | for this type of combo,     |
        |               |               | where your dragoons will do |
        |               |               | nothing but attack the opp- |
        |               |               | onents, while your carriers |
        |               |               | specifically target their   |
        |               |               | interceptors towards the    |
        |               |               | tougher, splash-damaging    |
        |               |               | units.                      |
        |               |               |                             |
        | Dragoon       | Arbiter       | The Protoss arbiter is one  |
        |               |               | of the best back-ups any    |
        |               |               | type of unit could have,    |
        |               |               | since its ability to cloak  |
        |               |               | all nearby subordinates can |
        |               |               | never go wrong. And even if |
        |               |               | the an opponent has a fair  |
        |               |               | share of detectors, it      |
        |               |               | still would be wise to keep |
        |               |               | your arbiters around, since |
        |               |               | their Stasis Field can very |
        |               |               | much lighten your current   |
        |               |               | load.                       |
        |               |               |                             |
        | High Templar  | Probe         | As mentioned quite earlier, |
        |               |               | using a probe to win is     |
        |               |               | just plain pathetic, unless |
        |               |               | the opponent's units have   |
        |               |               | already suffered the full   |
        |               |               | effects of the high temp-   |
        |               |               | lar's Psionic Storm spell,  |
        |               |               | and you got no other men to |
        |               |               | finish the job.             |
        |               |               |                             |
        | High Templar  | Zealot        | Psi Storm his entire base   |
        |               |               | then clean it all up. 'Nuff |
        |               |               | said.                       |
        |               |               |                             |
        | High Templar  | Dragoon       | Psi Storm his entire base   |
        |               |               | and then again clean it all |
        |               |               | up. Easier said than done.  |
        |               |               |                             |
        | High Templar  | High Templar  | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | High Templar  | Archon        | Psi Storm his entire base   |
        |               |               | then give it a good whack-  |
        |               |               | ing. A very old strategy    |
        |               |               | and one good example of     |
        |               |               | winning the traditional way.|
        |               |               |                             |
        | High Templar  | Reaver        | Psi Storm his entire base,  |
        |               |               | especially in areas where   |
        |               |               | air units are abundant,     |
        |               |               | then use your reavers to    |
        |               |               | to take out the other areas,|
        |               |               | since if most the enemy's   |
        |               |               | air units are taken out,    |
        |               |               | your reavers are sure to    |
        |               |               | dominate.                   |
        |               |               |                             |
        | High Templar  | Shuttle       | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | High Templar  | Observer      | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | High Templar  | Scout         | Psi Storm his entire base,  |
        |               |               | especially in areas where   |
        |               |               | ground units are abundant,  |
        |               |               | then use your scouts to     |
        |               |               | take out the other areas,   |
        |               |               | since if most the enemy's   |
        |               |               | ground units are taken out, |
        |               |               | your scouts are sure to     |
        |               |               | dominate.                   |
        |               |               |                             |
        | High Templar  | Carrier       | No specific strategies for  |
        |               |               | this type of combo. Just    |
        |               |               | remember NOT to let even a  |
        |               |               | single interceptor out of   |
        |               |               | those mighty carriers with- |
        |               |               | out first draining those    |
        |               |               | high templars of their Psi  |
        |               |               | Storming energy.            |
        |               |               |                             |
        | High Templar  | Arbiter       | The Protoss arbiter is one  |
        |               |               | of the best back-ups any    |
        |               |               | type of unit could have,    |
        |               |               | since its ability to cloak  |
        |               |               | all nearby subordinates can |
        |               |               | never go wrong. And even if |
        |               |               | the an opponent has a fair  |
        |               |               | share of detectors, it      |
        |               |               | still would be wise to keep |
        |               |               | your arbiters around, since |
        |               |               | their Stasis Field can very |
        |               |               | much lighten your current   |
        |               |               | load.                       |
        |               |               |                             |
        | Archon        | Probe         | As mentioned, do not use a  |
        |               |               | combo such as this. It's    |
        |               |               | sheer waste of minerals.    |
        |               |               | The probe is a very pathe-  |
        |               |               | tic creature in terms of    |
        |               |               | attacking, and even as back-|
        |               |               | up it won't have much use.  |
        |               |               |                             |
        | Archon        | Zealot        | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Archon        | Dragoon       | The strategies that come    |
        |               |               | with this combo are quite   |
        |               |               | simple: just use your zea-  |
        |               |               | lots against his stronger   |
        |               |               | but shorter-ranged ground   |
        |               |               | units, while the dragoons   |
        |               |               | continously whack them from |
        |               |               | afar.                       |
        |               |               |                             |
        | Archon        | High Templar  | Many people believe that it |
        |               |               | simply is illogical to cast |
        |               |               | Psionic Storm in an area    |
        |               |               | where your allies are but   |
        |               |               | you wouldn't mind damaging  |
        |               |               | (NOT sacrificing) a few Ar- |
        |               |               | chons for a well-placed     |
        |               |               | Psionic Storm, would you?   |
        |               |               | Would you!?                 |
        |               |               |                             |
        | Archon        | Archon        | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Archon        | Reaver        | Another cool "brute" combo, |
        |               |               | works both ways and, as you |
        |               |               | may already have noticed,   |
        |               |               | utilizes your archons to    |
        |               |               | take out the opponent's air |
        |               |               | units and the scarab-loaded |
        |               |               | reavers for those that move |
        |               |               | on land---very cool!        |
        |               |               |                             |
        | Archon        | Shuttle       | Your shuttle will load the  |
        |               |               | archons and situate them    |
        |               |               | somewhere in the middle of  |
        |               |               | an opponent's base, what    |
        |               |               | else were you thinking for  |
        |               |               | this type of combo?         |
        |               |               |                             |
        | Archon        | Observer      | Only works if you're plan-  |
        |               |               | ning to attack hidden units;|
        |               |               | Left-click on your observer |
        |               |               | then right-click on any of  |
        |               |               | your archons. The observer  |
        |               |               | will then follow the said   |
        |               |               | unit wherever it goes, and  |
        |               |               | enable it to attack hidden  |
        |               |               | enemies of any kind.        |
        |               |               |                             |
        | Archon        | Scout         | Works only for the Terrans: |
        |               |               | (otherwise, archons alone   |
        |               |               | will do) Keep your scouts   |
        |               |               | above and a little in front |
        |               |               | of your archons, and have   |
        |               |               | them instantly destroy any  |
        |               |               | science vessels nearby, be- |
        |               |               | fore they can even think of |
        |               |               | casting that dreaded EMP    |
        |               |               | Shockwave.                  |
        |               |               |                             |
        | Archon        | Carrier       | No specific strategies for  |
        |               |               | this type of combo. Just    |
        |               |               | remember NOT to worry 'bout |
        |               |               | the splash damage dealt by  |
        |               |               | a power-overwhelmed archon, |
        |               |               | since interceptors are but  |
        |               |               | a small price to pay for    |
        |               |               | lots o' kills.              |
        |               |               |                             |
        | Archon        | Arbiter       | The Protoss arbiter is one  |
        |               |               | of the best back-ups any    |
        |               |               | type of unit could have,    |
        |               |               | since its ability to cloak  |
        |               |               | all nearby subordinates can |
        |               |               | never go wrong. And even if |
        |               |               | the an opponent has a fair  |
        |               |               | share of detectors, it      |
        |               |               | still would be wise to keep |
        |               |               | your arbiters around, since |
        |               |               | their Stasis Field can very |
        |               |               | much lighten your current   |
        |               |               | load.                       |
        |               |               |                             |
        | Reaver        | Probe         | As mentioned, do not use a  |
        |               |               | combo such as this. It's    |
        |               |               | sheer waste of minerals.    |
        |               |               | The probe is a very pathe-  |
        |               |               | tic creature in terms of    |
        |               |               | attacking, and even as back-|
        |               |               | up it won't have much use.  |
        |               |               |                             |
        | Reaver        | Zealot        | No specific strategies for  |
        |               |               | this type of combo. Just    |
        |               |               | remember NOT to worry 'bout |
        |               |               | the splash damage dealt by  |
        |               |               | a reaver's almighty scarab, |
        |               |               | since zealots are but a     |
        |               |               | small price to pay for lots |
        |               |               | o' kills.                   |
        |               |               |                             |
        | Reaver        | Dragoon       | Works both ways, but really |
        |               |               | there's nothing to get too  |
        |               |               | excited about with a combo  |
        |               |               | such as this.               |
        |               |               |                             |
        | Reaver        | High Templar  | Reavers are powerful units, |
        |               |               | thus will be the instant    |
        |               |               | target of all enemy units   |
        |               |               | nearby. It usually won't    |
        |               |               | stand a chance when in a    |
        |               |               | small group, and using more |
        |               |               | than that can sometimes     |
        |               |               | cost too much. The solution?|
        |               |               | Hallucination! With fake    |
        |               |               | units roaming your oppo-    |
        |               |               | nent's base, there's a fair |
        |               |               | chance he'll target those   |
        |               |               | first while your real units |
        |               |               | deal the real damage---cool!|
        |               |               |                             |
        | Reaver        | Archon        | Another cool "brute" combo, |
        |               |               | works both ways and, as you |
        |               |               | may already have noticed,   |
        |               |               | utilizes your archons to    |
        |               |               | take out the opponent's air |
        |               |               | units and the scarab-loaded |
        |               |               | reavers for those that move |
        |               |               | on land---very cool!        |
        |               |               |                             |
        | Reaver        | Reaver        | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Reaver        | Shuttle       | Your shuttle will load the  |
        |               |               | reavers and situate them    |
        |               |               | somewhere in the middle of  |
        |               |               | an opponent's base, what    |
        |               |               | else were you thinking for  |
        |               |               | this type of combo? Well,   |
        |               |               | actually there is one more  |
        |               |               | thing about this combo, and |
        |               |               | it's popularly known as the |
        |               |               | "Reaver Drop". In this drop |
        |               |               | the basic principle is to   |
        |               |               | unload your reavers, have   |
        |               |               | them attack anything at all,|
        |               |               | build more scarabs, and re- |
        |               |               | load them into your shuttle |
        |               |               | while they replenish both   |
        |               |               | their shields and their     |
        |               |               | ammo. Fly them over to ano- |
        |               |               | ther uninhabited part of    |
        |               |               | the opponent's base and...  |
        |               |               | DROP!                       |
        |               |               |                             |
        | Reaver        | Observer      | Only works if you're plan-  |
        |               |               | ning to attack hidden units;|
        |               |               | Left-click on your observer |
        |               |               | then right-click on any of  |
        |               |               | your reavers. The observer  |
        |               |               | will then follow the said   |
        |               |               | unit wherever it goes, and  |
        |               |               | enable it to attack hidden  |
        |               |               | enemies of any kind.        |
        |               |               |                             |
        | Reaver        | Scout         | The perfect "brute" combo,  |
        |               |               | works both ways and, as you |
        |               |               | may already have noticed,   |
        |               |               | utilizes your scouts to     |
        |               |               | take out the opponent's air |
        |               |               | units and the scarab-loaded |
        |               |               | reavers for those that move |
        |               |               | on land---cool!             |
        |               |               |                             |
        | Reaver        | Carrier       | And yet another cool "brute"|
        |               |               | combo, works both ways and, |
        |               |               | as you may already have     |
        |               |               | noticed utilizes your car-  |
        |               |               | riers to take out the enemy |
        |               |               | air units and the scarab-   |
        |               |               | loaded reavers for those    |
        |               |               | that move on land---cool!   |
        |               |               |                             |
        | Reaver        | Arbiter       | The Protoss arbiter is one  |
        |               |               | of the best back-ups any    |
        |               |               | type of unit could have,    |
        |               |               | since its ability to cloak  |
        |               |               | all nearby subordinates can |
        |               |               | never go wrong. And even if |
        |               |               | the an opponent has a fair  |
        |               |               | share of detectors, it      |
        |               |               | still would be wise to keep |
        |               |               | your arbiters around, since |
        |               |               | their Stasis Field can very |
        |               |               | much lighten your current   |
        |               |               | load.                       |
        |               |               |                             |
        | Shuttle       | Probe         | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | Shuttle       | Zealot        | And how do you expect to    |
        |               |               | attack with a shuttle? You  |
        |               |               | don't! Using the shuttle    |
        |               |               | as a decoy is quite a cool  |
        |               |               | idea, but still I wouldn't  |
        |               |               | recommend it.               |
        |               |               |                             |
        | Shuttle       | Dragoon       | And how do you expect to    |
        |               |               | attack with a shuttle? You  |
        |               |               | don't! Using the shuttle    |
        |               |               | as a decoy is quite a cool  |
        |               |               | idea, but still I wouldn't  |
        |               |               | recommend it.               |
        |               |               |                             |
        | Shuttle       | High Templar  | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | Shuttle       | Archon        | And how do you expect to    |
        |               |               | attack with a shuttle? You  |
        |               |               | don't! Using the shuttle    |
        |               |               | as a decoy is quite a cool  |
        |               |               | idea, but still I wouldn't  |
        |               |               | recommend it.               |
        |               |               |                             |
        | Shuttle       | Reaver        | And how do you expect to    |
        |               |               | attack with a shuttle? You  |
        |               |               | don't! Using the shuttle    |
        |               |               | as a decoy is quite a cool  |
        |               |               | idea, but still I wouldn't  |
        |               |               | recommend it.               |
        |               |               |                             |
        | Shuttle       | Shuttle       | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Shuttle       | Observer      | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Shuttle       | Scout         | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Shuttle       | Carrier       | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Shuttle       | Arbiter       | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Observer      | Probe         | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | Observer      | Zealot        | And how do you expect to    |
        |               |               | attack with an observer?    |
        |               |               | You don't! Perhaps doing it |
        |               |               | the other way around is the |
        |               |               | better idea.                |
        |               |               |                             |
        | Observer      | Dragoon       | And how do you expect to    |
        |               |               | attack with an observer?    |
        |               |               | You don't! Perhaps doing it |
        |               |               | the other way around is the |
        |               |               | better idea.                |
        |               |               |                             |
        | Observer      | High Templar  | A combo of two non-attack-  |
        |               |               | ers is quite a lame idea if |
        |               |               | ya ask me.                  |
        |               |               |                             |
        | Observer      | Archon        | And how do you expect to    |
        |               |               | attack with an observer?    |
        |               |               | You don't! Perhaps doing it |
        |               |               | the other way around is the |
        |               |               | better idea.                |
        |               |               |                             |
        | Observer      | Reaver        | And how do you expect to    |
        |               |               | attack with an observer?    |
        |               |               | You don't! Perhaps doing it |
        |               |               | the other way around is the |
        |               |               | better idea.                |
        |               |               |                             |
        | Observer      | Shuttle       | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Observer      | Observer      | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Observer      | Scout         | And how do you expect to    |
        |               |               | attack with an observer?    |
        |               |               | You don't! Perhaps doing it |
        |               |               | the other way around is the |
        |               |               | better idea.                |
        |               |               |                             |
        | Observer      | Carrier       | And how do you expect to    |
        |               |               | attack with an observer?    |
        |               |               | You don't! Perhaps doing it |
        |               |               | the other way around is the |
        |               |               | better idea.                |
        |               |               |                             |
        | Observer      | Arbiter       | And how do you expect to    |
        |               |               | attack with an observer?    |
        |               |               | You don't! Perhaps doing it |
        |               |               | the other way around is the |
        |               |               | better idea. (Yup, that's   |
        |               |               | SEVEN times I said the very |
        |               |               | same quote!)                |
        |               |               |                             |
        | Scout         | Probe         | As mentioned, do not use a  |
        |               |               | combo such as this. It's    |
        |               |               | sheer waste of minerals.    |
        |               |               | The probe is a very pathe-  |
        |               |               | tic creature in terms of    |
        |               |               | attacking, and even as back-|
        |               |               | up it won't have much use.  |
        |               |               |                             |
        | Scout         | Zealot        | Scouts are quite pathetic   |
        |               |               | in air-to-ground situations,|
        |               |               | and using your most basic   |
        |               |               | ground units (zealots) to   |
        |               |               | help them out is just the   |
        |               |               | thing to do.                |
        |               |               |                             |
        | Scout         | Dragoon       | Scouts are quite pathetic   |
        |               |               | in air-to-ground situations,|
        |               |               | and using your most basic   |
        |               |               | ground units (dragoons) to  |
        |               |               | help them out is just the   |
        |               |               | thing to do. Not as recom-  |
        |               |               | mended as the scout-zealot  |
        |               |               | combo, but recommended none-|
        |               |               | theless.                    |
        |               |               |                             |
        | Scout         | High Templar  | Scouts are powerful units,  |
        |               |               | thus will be the instant    |
        |               |               | target of all enemy units   |
        |               |               | nearby. It usually won't    |
        |               |               | stand a chance when in a    |
        |               |               | small group, and using more |
        |               |               | than that can sometimes     |
        |               |               | cost too much. The solution?|
        |               |               | Hallucination! With fake    |
        |               |               | units roaming your oppo-    |
        |               |               | nent's base, there's a fair |
        |               |               | chance he'll target those   |
        |               |               | first while your real units |
        |               |               | deal the real damage---cool!|
        |               |               |                             |
        | Scout         | Archon        | Another cool "brute" combo, |
        |               |               | may not work both ways but, |
        |               |               | as you may already have no- |
        |               |               | ticed, utilizes your scouts |
        |               |               | to take out the opponent's  |
        |               |               | air units and the high dam- |
        |               |               | aging archons for those     |
        |               |               | that move on land---cool!   |
        |               |               |                             |
        | Scout         | Reaver        | The perfect "brute" combo,  |
        |               |               | works both ways and, as you |
        |               |               | may already have noticed,   |
        |               |               | utilizes your scouts to     |
        |               |               | take out the opponent's air |
        |               |               | units and the scarab-loaded |
        |               |               | reavers for those that move |
        |               |               | on land---cool!             |
        |               |               |                             |
        | Scout         | Shuttle       | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Scout         | Observer      | Only works if you're plan-  |
        |               |               | ning to attack hidden units;|
        |               |               | Left-click on your observer |
        |               |               | then right-click on any of  |
        |               |               | your scouts. The observer   |
        |               |               | will then follow the said   |
        |               |               | unit wherever it goes, and  |
        |               |               | enable it to attack hidden  |
        |               |               | enemies of any kind.        |
        |               |               |                             |
        | Scout         | Scout         | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Scout         | Carrier       | Hmmm....I use this combo,   |
        |               |               | but I don't know what to    |
        |               |               | say about it. Perhaps just  |
        |               |               | attacking with these units  |
        |               |               | as if they weren't teamed-  |
        |               |               | up is the better idea.      |
        |               |               |                             |
        | Scout         | Arbiter       | The Protoss arbiter is one  |
        |               |               | of the best back-ups any    |
        |               |               | type of unit could have,    |
        |               |               | since its ability to cloak  |
        |               |               | all nearby subordinates can |
        |               |               | never go wrong. And even if |
        |               |               | the an opponent has a fair  |
        |               |               | share of detectors, it      |
        |               |               | still would be wise to keep |
        |               |               | your arbiters around, since |
        |               |               | their Stasis Field can very |
        |               |               | much lighten your current   |
        |               |               | load.                       |
        |               |               |                             |
        | Carrier       | Probe         | As mentioned, do not use a  |
        |               |               | combo such as this. It's    |
        |               |               | sheer waste of minerals.    |
        |               |               | The probe is a very pathe-  |
        |               |               | tic creature in terms of    |
        |               |               | attacking, and even as back-|
        |               |               | up it won't have much use.  |
        |               |               |                             |
        | Carrier       | Zealot        | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Carrier       | Dragoon       | Only works for the Zerg:    |
        |               |               | Use your carriers to attack |
        |               |               | opponent's buildings. While |
        |               |               | they're busy, your dragoons |
        |               |               | will be on the lookout for  |
        |               |               | stray scourges that most    |
        |               |               | likely would go for the air |
        |               |               | units---the carriers---you  |
        |               |               | are using.                  |
        |               |               |                             |
        | Carrier       | High Templar  | Carriers are powerful units,|
        |               |               | thus will be the instant    |
        |               |               | target of all enemy units   |
        |               |               | nearby. It usually won't    |
        |               |               | stand a chance when in a    |
        |               |               | small group, and using more |
        |               |               | than that can sometimes     |
        |               |               | cost too much. The solution?|
        |               |               | Hallucination! With fake    |
        |               |               | units roaming your oppo-    |
        |               |               | nent's base, there's a fair |
        |               |               | chance he'll target those   |
        |               |               | first while your real units |
        |               |               | deal the real damage---cool!|
        |               |               |                             |
        | Carrier       | Archon        | No specific strategies for  |
        |               |               | this type of combo. Just    |
        |               |               | remember NOT to worry 'bout |
        |               |               | the splash damage dealt by  |
        |               |               | a power-overwhelmed archon, |
        |               |               | since interceptors are but  |
        |               |               | a small price to pay for    |
        |               |               | lots o' kills.              |
        |               |               |                             |
        | Carrier       | Reaver        | And yet another cool "brute"|
        |               |               | combo, works both ways and, |
        |               |               | as you may already have     |
        |               |               | noticed utilizes your car-  |
        |               |               | riers to take out the enemy |
        |               |               | air units and the scarab-   |
        |               |               | loaded reavers for those    |
        |               |               | that move on land---cool!   |
        |               |               |                             |
        | Carrier       | Shuttle       | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Carrier       | Observer      | Only works if you're plan-  |
        |               |               | ning to attack hidden units;|
        |               |               | Left-click on your observer |
        |               |               | then right-click on any of  |
        |               |               | your carriers. The observer |
        |               |               | will then follow the said   |
        |               |               | unit wherever it goes, and  |
        |               |               | enable it to attack hidden  |
        |               |               | enemies of any kind.        |
        |               |               |                             |
        | Carrier       | Scout         | Hmmm....I use this combo,   |
        |               |               | but I don't know what to    |
        |               |               | say about it. Perhaps just  |
        |               |               | attacking with these units  |
        |               |               | as if they weren't teamed-  |
        |               |               | up is the better idea.      |
        |               |               |                             |
        | Carrier       | Carrier       | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        | Carrier       | Arbiter       | The Protoss arbiter is one  |
        |               |               | of the best back-ups any    |
        |               |               | type of unit could have,    |
        |               |               | since its ability to cloak  |
        |               |               | all nearby subordinates can |
        |               |               | never go wrong. And even if |
        |               |               | the an opponent has a fair  |
        |               |               | share of detectors, it      |
        |               |               | still would be wise to keep |
        |               |               | your arbiters around, since |
        |               |               | their Stasis Field can very |
        |               |               | much lighten your current   |
        |               |               | load.                       |
        |               |               |                             |
        | Arbiter       | Probe         | As mentioned, do not use a  |
        |               |               | combo such as this. It's    |
        |               |               | sheer waste of minerals.    |
        |               |               | The probe is a very pathe-  |
        |               |               | tic creature in terms of    |
        |               |               | attacking, and even as back-|
        |               |               | up it won't have much use.  |
        |               |               |                             |
        | Arbiter       | Zealot        | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Arbiter       | Dragoon       | Whenever you see an entire  |
        |               |               | enemy fleet come your way,  |
        |               |               | meet them with your arbiter |
        |               |               | en route, Stasis Field half |
        |               |               | their troops, then Recall   |
        |               |               | all those dragoons in your  |
        |               |               | base longing for battle.    |
        |               |               |                             |
        | Arbiter       | High Templar  | Arbiters are powerful units,|
        |               |               | thus will be the instant    |
        |               |               | target of all enemy units   |
        |               |               | nearby. It usually won't    |
        |               |               | stand a chance when in a    |
        |               |               | small group, and using more |
        |               |               | than that can sometimes     |
        |               |               | cost too much. The solution?|
        |               |               | Hallucination! With fake    |
        |               |               | units roaming your oppo-    |
        |               |               | nent's base, there's a fair |
        |               |               | chance he'll target those   |
        |               |               | first while your real units |
        |               |               | deal the real damage---cool!|
        |               |               |                             |
        | Arbiter       | Archon        | Whenever you see an entire  |
        |               |               | enemy fleet come your way,  |
        |               |               | meet them with your arbiter |
        |               |               | en route, Stasis Field half |
        |               |               | their troops, then Recall   |
        |               |               | all those archons in your   |
        |               |               | base longing for battle.    |
        |               |               |                             |
        | Arbiter       | Reaver        | Perhaps doing it the other  |
        |               |               | way around is the better    |
        |               |               | idea.                       |
        |               |               |                             |
        | Arbiter       | Shuttle       | A combo of a transport unit |
        |               |               | and a different air unit is |
        |               |               | quite a lame idea if ya ask |
        |               |               | me.                         |
        |               |               |                             |
        | Arbiter       | Observer      | Only works if you're plan-  |
        |               |               | ning to attack hidden units;|
        |               |               | Left-click on your observer |
        |               |               | then right-click on any of  |
        |               |               | your arbiters. The observer |
        |               |               | will then follow the said   |
        |               |               | unit wherever it goes, and  |
        |               |               | enable it to attack hidden  |
        |               |               | enemies of any kind.        |
        |               |               |                             |
        | Arbiter       | Scout         | Just Stasis Field half your |
        |               |               | opponent's troops and send  |
        |               |               | those scouts in. No need to |
        |               |               | use your Recall spell since |
        |               |               | scouts fly fast enough to   |
        |               |               | reach the area before the   |
        |               |               | stasis wears off. That way  |
        |               |               | you can cast yet another of |
        |               |               | those fields to really give |
        |               |               | an opponent a serious head- |
        |               |               | ache.                       |
        |               |               |                             |
        | Arbiter       | Carrier       | Whenever you see an entire  |
        |               |               | enemy fleet come your way,  |
        |               |               | meet them with your arbiter |
        |               |               | en route, Stasis Field half |
        |               |               | their troops, then Recall   |
        |               |               | all those carriers in your  |
        |               |               | base longing for battle.    |
        |               |               |                             |
        | Arbiter       | Arbiter       | This ain't no combo so try  |
        |               |               | it but don't claim it to be |
        |               |               | a combo of any sort.        |
        |               |               |                             |
        |               |               |                             |
----------------------------------------------------------------------- 
                                                                       
                                                                       
Other Protoss combos include:
                                                                       
                                                                       
1) attackers       : any ground unit       -|
   extra attackers : any other ground unit -|
   back-up         : shuttle               -|
   extra back-up   : high templar          ---> Shuttles can rarely enter
                                                any base unharmed, or any
   expected ratio  : any number less than       good base alive. It is
                     or equal to eight ground   therefore the job of the
                     units for every one        high templar to cast Hallu-
                     shuttle and one high       cination on the desired
                     templar                    shuttle before the said
                                                transport unit proceeds
                                                to unload your men in the
                                                middle of an opponent's
                                                base, so as to confuse
                                                his building attackers
                                                or any other air defense
                                                on which shuttle to target.
                                                                       
                                                                       
2) attackers       : dragoon -|
   extra attackers : none    -|
   back-up         : reaver  -|
   extra back-up   : scout   ---> Dragoons will play some hit and run,
                                  while those reavers (fully loaded with
   expected ratio  : four dra-    scarabs, of course) will play hit and
                     goons for    hit. Only an enemy flyer can pass through
                     every one    this type of combo alive, but with scouts  
                     reaver and   hunting them down as soon as they leave
                     one scout    their base perimeter, they don't have
                                  much chance of survival.
                                                                       
                                                                       
3) attackers       : scout   -|
   extra attackers : carrier -|
   back-up         : arbiter -|
   extra back-up   : none    ---> The perfect air force; not only will
                                  all your units be cloaked via arbiters
                                  and half the opposing forces kept quiet
                                  again via those airborne spell casters,
                                  and their Stasis Field, but all these
                                  units shall be extremely effective both
                                  on land (via carriers) and in air (via
                                  scouts. And as an added feature, newly
                                  warped in scouts, carriers, or any other
                                  unit may very well be teleported right
                                  under the opponent's nose through the
                                  ever so reliable Recall spell, again
                                  available because of the arbiter.
                                                                       
                                                                       
                                                                       
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===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                       
                    - end of part 2 of this faq -                      
                                                                       
                                                                       
                                                                       
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        \    /\  /          \/\  /\/    \    /  \  /            \  /  \/        \/ 
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