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StarCraft 2 Air Units Guide

StarCraft 2 Jim Raynor

Air units are at the top of the tech tree and are typically very powerful in large numbers. “Massing air” is a common tactic, and a very dangerous one if you are caught unprepared. Through aggressive scouting and proper unit production (ground units with anti air capabilities, or even a fleet of your own), you […]

StarCraft 2 Map Elements Guide

StarCraft 2 Jim Raynor

Fog of War The Fog of War covers everything that is beyond the sight range of units or structures. On your map, you’ll see dark areas and grayed-out areas. Dark areas have not yet been explored, while the grayed-out areas have (they simply are not within sight range of friendly units or structures). Although terrain […]

StarCraft 2 high Ground Guide

StarCraft 2 Jim Raynor

High ground adds a unique layer of strategy to StarCraft II. Experiment with different units at various terrain elevations, and you’ll find that proper use of this terrain feature can yield great results. Your enemies cannot see or attack troops on higher ground unless they have a spotter to provide them vision of the elevated […]

StarCraft 2 Choke Points Guide

StarCraft 2 Jim Raynor

A choke point is an area of the map that is surrounded by impassable barriers. To go through a choke point, a group of units will funnel into a narrow opening, which will limit their mobility and make it harder for them to attack. Using choke points to your advantage is a very important tactic […]

StarCraft 2 Wall-in Guide

StarCraft 2 Jim Raynor

In StarCraft II, structures aren’t just good for production. You can use them to create solid walls as part of a strategy known as “wall-in”. Improvised walls (mostly used by terran and protoss) can prevent or repel early assaults and scouting attempts. Rather than simply relying on defensive structures, like bunkers or photon cannons, which […]

StarCraft 2 Attacking Guide

StarCraft 2 Jim Raynor

Counterattacking Let’s say you were just attacked, and you repelled your opponent’s troops. That’s great! Now, if you still have standing forces, this is the best time to retaliate. If you managed to completely destroy the opposing force, the upper hand is yours for the time being. The faster you make your move, the less […]

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StarCraft 2 Buildings Guide

StarCraft 2 Jim Raynor

Placing Main Structures (command center / nexus / hatchery) Place your main structures as close as possible to mineral patches, and between vespene geysers. *Structure Queuing (terran / protoss) * The zerg do not benefit from this, as their drones mutate into the structure themselves, rather than building it. Terran and protoss players can select more than one […]

StarCraft 2 Base Expansions Guide

StarCraft 2 Jim Raynor

Expand Early or Deny Expansions To expand means to build a main structure (command center, nexus or hatchery) on a new resource node in order to gather additional minerals and vespene gas. Your strategies should always include expansion plans and means to deny your opponent of resources. Pressure the enemy, seek his expansions aggressively and […]

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