We're a few days into StarCraft II's life on the redesigned Battle.net. Players are just beginning to develop multiplayer strategies that - if the original game is any indication - will continue to evolve in ridiculous ways over a span of time that will dwarf most actual wars.

I've made some observations on each faction's core units and how to utilize them. This is by no means a definitive guide, just a bit of insight brought about by my time with the game.

Protoss

The probe is a small, fragile mechanical device that is suited to constructing buildings, gathering resources, and spying on enemies by rooting through their garbage.

Strategy:

Build about a hundred of these guys, then send them all directly into your opponent's heavily guarded base with no backup. Micromanage their every move, forgetting to build anything else or defend your own structures.

Unit Rating (on a scale of 1 to 10): 0

Disciplined warriors whose martial prowess is unmatched thanks in part to the psionic blades which give them an advantage over psionic feathers in melee combat.

Strategy:

Park them at the edge of a cliff, where the enemy's ranged attacks can devastate the Zealots, then forget about them. If you happen to remember to use the unit, do so by having it chase a much faster vehicle.

Unit Rating (on a scale of 1 to 10): 0

This cloaking unit is so dang dark, he has a sickle with two blades.

Strategy:

Click on it repeatedly to hear it say different things.

Unit Rating (on a scale of 1 to 10): 0

High Templars possess such vast psionic power that simply being near another species is enough to screw with its mind to the point that it can no longer function normally. So, basically these are space's attractive women.

Strategy:

Hit the wrong hotkey, placing the camera in a dark corner of the map. While still trying to find the original key, accidentally alt+tab out and crash the game.

Unit Rating (on a scale of 1 to 10): 0

When a High Templar and Dark Templar (or two of either) love combat very much, they can rub their tummies together and make an Archon. By sacrificing their lives, they impart upon the battlefield a... dude that glows.

Strategy:

Send him in to attack a group of enemies that he's weak against. Try to find a better attacker for the job, leaving the Archon to die.

Unit Rating (on a scale of 1 to 10): 0

These ranged mechanical units are capable of teleportation, an obvious tactical advantage in obstacle-strewn areas or uncomfortable family events.

Strategy:

Try to make them teleport, then get angry when nothing happens. Realize that you have a building selected.

Unit Rating (on a scale of 1 to 10): 0

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