Toss Unit Strategies

Discussion in 'StarCraft 2 Strategy Discussion' started by Ace_Bear, Sep 16, 2007.

Toss Unit Strategies

  1. Ace_Bear

    Ace_Bear New Member

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    This topic is mainly about which units you would use, groupings, attack strategies for engaging, and pretty much anything else you can think of that talks about units. Please post any you have been thinking of.

    Here's mine:
    Build about 12 Stalkers. Teleport upgrade is researched as well as full shields and attack. Shields give everything I have basically a boost in health. Attack gives all my early units a stronger punch(if it works like Starcraft 1 did).
    Group 6 Stalkers to group 3 and the other 6 to group 4(group 1 and 2 are the Gateways/Warp Gates). Now go out on "ganking" squads. Have group 3 move in from the front of a secondary base while group 4 from the back, or visa versa. If one group gets in trouble quickly teleport that group away and send them home and then switch to the other group to get them out of there. Depending on the positioning means which group will need the most micro to get away.

    On the ganking squads obviously go after resourcers and other such valuable targets for the type of player you are going against. For instance, Zerg you kill their spawning pool and other such creature tech buildings because it not only sets them back the money it sets them back the units. However this is only when going after the main base rather then secondary bases.

    More in depth part of this strategy would be to group about 20 or so Zealots with charge ability up and about 6 Immortals with full tech upgrades at a staging point outside their main base. After initializing an attack on the secondary base with the stalkers press 5(all the zeals/imms are on group5) and have them attack the main base. You should just go for an attack move and concentrate on keeping the stalkers alive, large numbered groups tend to survive simply on confusion, even vs good players. If the enemy tries to defend their secondary base their main base is gone, if they defend the main base in all likely hood their late game resources is hampered or stopped in its entirety.

    Obviously this is just a mid game strategy but I use a similar one with reaver drops and a zealot/dragoon attack on people's bases.

    Now, post yours. An explanation is nice too.