StarCraft Hints & Tips
Multiplay Alliances
There are a massive amount of strategies which work well in this awesome strategy game. But in
multiplayer, different races allying can provide some useful combinations. Here are several
attack combinations which work well, whether you're attacking human opponents or are
engaged in a good old 'comp stomp'.
Terran and Zerg
Air Attack: The Terran player should build two full squads of Valkyries while the Zerg
player creates a squad of Guardians. The Valkyries approach the base first and clear out all
air units, while the Guardians come up behind and destroy the ground-based buildings and units.
This works well against all opponent races - of particular note is the fact that if the Protoss
have Dark Archons, this won't damage the assault, since they seldom Mind Control Valkyries,
and even if they capture a Guardian, the Guardian can't hurt any of the assault team.
If you aren't using Brood War, Wraiths can be used instead of Valkyries, although to lesser
effect.
Ground Attack: The Zerg player creates several full squads of Hydralisks, and a few
Ultralisks can be useful to absorb a lot of damage. While the Zerg units cut through the enemy,
the Terran player brings Siege Tanks into position and begins laying siege to the base. If you're
playing Brood War, Goliaths with Charon Boosters can be very useful in warding off air units, and
medics are useful both to heal the Hydralisks and to restore the tanks and goliaths if they
are hit with Lockdown.
Terran and Protoss
Air Attack: Carriers and Valkyries make a great air combination, better than Battlecruisers
and Valkyries. As above, the Valkyries go in first to remove any air units, then the Carriers
go in to take out the ground units and buildings. Just look out for lockdown if you're attacking
a Terran opponent - the Terran ally should bring along some Medics to restore any locked Carriers
quickly if the tables aren't to be turned against you.
Ground Attack: Siege Tanks are always useful when attacking an enemy base, and with the
aid of powerful Protoss ground-to-air units, they can be well-protected from any air units. A
group of Siege Tanks with several Archons is a formidable force, and the Archons can be very
effective at disposing of any air units that come close, as well as being able to repel Marines
or Zerglings that make it to the tanks. Dragoons with the singularity charge upgrade can also
be good support for a siege, especially if air units with long ranges, such as Guardians, are
being used by your opponents.
Protoss and Zerg
Air Attack: Scouts and Guardians make an unstoppable combination. The Scouts' air-to-air
missiles are second to none, and the massive range of the Guardians means they can take out
any ground unit or structure from a distance. Keep the two unit types close together so they
can protect each other, and there will be few opponents who can withstand this attack. A
couple of Observers to spot Wraiths or Ghosts will be useful to bring along too.
Ground Attack: If your opponents have little detection units, Dark Templar can be
lethal against their ground units and buildings, but if there are overlords, science vessels
or observers patrolling, this can be a problem. However, Hydralisks provide an excellent
backup to a Dark Templar attack by being able to drive off these air units from a distance,
as well as being quick, tough and plentiful. Another good combination uses Archons to attack a
base, softening up the defences while withstanding a lot of punishment, followed by Hydralisks
to cut away the remaining units and structures.
Terran, Zerg and Protoss
Air Attack: With all three teams, an air attack consisting of Scouts, Guardians, Battle Cruisers and a few Observers for detection purposes proves all but unstoppable. The Scouts and Guardians stick together to protect one another, while the powerful Battle Cruisers go in first to absorb most of the damage and to use their strong lasers and Yamato cannons to take out the defences. Medics with restoration can be invaluable to help out units which get hit with lockdown or plague, but be careful they aren't taken out by Siege Tanks, Lurkers or Reavers.
Ground Attack: Siege Tanks again are excellent for levelling an enemy base, and with both Protoss and Zerg allies they can be extremely well protected. Hydralisks and Archons form a uniquely strong defence for the immobile Tanks, with the long-ranged Hydralisks taking out air units which get too close, and the powerful Archons cutting down any units which get too close.