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Mac Starcraft Units:

Terran:

SCV

Unit Type: Worker/harvester/builder
Unit Size: small
Cost: 50 minerals
Build Time: 20
Control: 1
Buildings Required: Command Center
Upgrades Possible: none
Hit Points: 60
Attack Type: melee attack (ground only)
Range: 1
Rate of Fire: 70 attacks per minute
Damage Type: Normal
Attack Power: 5 (upgrade factor: +1)
Double Strike? No
Base Armor Rating: 0 (upgrade factor: +1)
Slots Taken in Dropship Transport: 1

Basic Strategies: This is your basic "peon" or worker unit. Protect these units very carefully, particularly in your expansion towns. It might be a good idea to build bunkers or missile towers within range of their working environment (where they are harvesting resources), in addition to your regular defenses. Be sure to keep building these units as you gain more expansions. If attacked, it can fight back, but it's a weak attack, so fleeing might be wiser.

When SCVs construct buildings, they hover about the building, while working on it. They can be called away from the unfinished building to do something else if need be, then return to the task later. SCVs can also repair any Terran buildings or vehicles, including flyers like Wraiths. Use this unique Terran ability to your advantage; recall damaged vehicles from battle and repair them. Check out the article on Shift Queuing to learn how you can make repairing buildings/vehicles more automated.

If your first base is attacked early by Zerglings, try attacking with the SCVs if you're caught without Marines. They fare decently against the weak Zerglings.

 

Marine

Unit Type: Basic Infantry unit
Unit Size: Small
Cost: 50 minerals
Build Time: 24
Control: 1
Buildings Required: Barracks
Upgrades Possible: Weapons upgrade (Engineering Bay)
Armor Upgrade (Engineering Bay)
U238 Shell Upgrade -Increase attack range (Academy)
Stimpak Upgrade -Temp increase in attack and movement rate (Academy)
Hit Points: 40
Attack Type: ranged machine gun attack (ground and air)
Range: 4 (+1)
Rate of Fire: 70 attacks per minute (+70 with Stimpack)
Damage Type: Normal
Attack Power: 6 (upgrade factor: +1)
Double Strike? No
Base Armor Rating: 0 (upgrade factor: +1)
Slots Taken in Dropship Transport: 1

Basic Strategies: Use the first couple of these as your scouts in the beginning of the game to locate enemy bases and/or expansions. These will serve as the basic ground based attack unit in the early stages of the game. They are also effective when used inside of a Bunker. Take advantage of its ranged attack in comparison to the other races' first attack units, which have melee attacks only. Use hit and run, because they won't be able to stand toe to toe with Zealots. Also, if you intend to use them in the late game, research the Stimpak upgrade, which will increase their combat effectiveness greatly. If any Overlords carelessly fly over your town in the beginning, take advantage of the Overlord's lack of speed. Position your Marines underneath the helpless Overlord first, then attack. You should be able to kill that Overlord quickly, which will hurt your enemy's production in the early stages.
Also check out the section on Marine Rushing to learn how Marines can win the game by themselves.

 

Firebat

Unit Type: Infantry specializing in ground attack
Unit Size: Small
Cost: 50 minerals 25 gas
Build Time: 24
Control: 1
Buildings Required: Barracks, Academy
Upgrades Possible: Weapons upgrade (Engineering Bay)
Armor Upgrade (Engineering Bay)
Stimpak Upgrade -Temp increase in attack and movement rate (Academy)
Hit Points: 50
Attack Type: short range attack with flamethrower (ground only)
Range: 2
Rate of Fire: 48 attacks per minute (+4 with Stimpak)
Damage Type: Concussive
Attack Power: 16 (upgrade factor: +2)
Double Strike? Yes
Base Armor Rating: 1 (upgrade factor: +1)
Slots Taken in Dropship Transport: 1

Basic Strategies: Like the Marine, they are most useful in large groups. Mix them in with your Marines in an early attack for a nice combination. While their ground attack is more potent than the Marines', be aware that they cannot attack air units and have less range than Marines. The Firebats' attack rate is also a bit worse than the marines'. These units are enhanced by the stimpak upgrade and enjoy slightly better armor than the Marines. Throw one in a bunker along with 3 Marines for a deadly anti air and anti ground defensive force. Firebats are most useful against small targets, like Zerglings and Zealots. The splash damage of their flame throwers can really cut through swarms of those units.

 

Vulture

Unit Type: Fast recon and light attack unit
Unit Size: Medium
Cost: 75 minerals
Build Time: 30
Control: 1
Buildings Required: Factory
Upgrades Possible: Weapons Upgrade (Armory)
Armor Upgrade (Armory)
Spider Mines (Machine Shop)
Speed Upgrade (Machine Shop)
Hit Points: 80
Attack Type: Ranged attack with grenades (ground only)
Range: 5
Rate of Fire: 36 attacks per minute
Damage Type: Concussive
Attack Power: 20 (upgrade factor: +2)
Double Strike? No
Base Armor Rating: 0 (upgrade factor: +1)
Slots Taken in Dropship Transport: 2

Basic Strategies: Once the factory is built, Vultures should serve as your primary scout, due to its superior speed compared with infantry or SCVs. They boast a medium range grenade attack, which is actually a pretty powerful attack, but it's main purpose is to lay the deadly spider mine. These spider mines, when laid, seek out and attack any enemy that wanders nearby resulting in considerable damage. Each Vulture only carries 3 spider mines, so use them sparingly and you can lay a minefield over any avenues that are likely to be traveled by the enemy. You cannot set off your own mines, but if any of your units are within range of an exploding mine, they will take some splash damage. With the speed upgrade Vultures can be quite effective in playing hit and run with melee attackers like Zealots.

Keep in mind that Vultures do Concussive damage, so they're next to useless against large units (like Dragoons, Ultralisks, Tanks, etc.) or buildings. They work great in groups against Zealots and Marines. To learn more about concussive vs. normal damage, etc., read our section on Damage types.

 

Goliath

Unit Type: Versatile, Mechanized Assault Vehicle
Unit Size: Large
Cost: 100 minerals 50 gas
Build Time: 40
Control: 2
Buildings Required: Factory, Armory
Upgrades Possible: Weapons Upgrade (Armory)
Armor Upgrade (Armory)
Hit Points: 125
Attack Types: machine guns(ground), Missiles (air)
Range: 5
Rate of Fire: 48 attacks per minute
Damage Types: Machine Guns: Normal, Missiles: Explosive
Attack Power: 10 for machine gun (upgrade factor: +1), 20 for missiles (upgrade factor: +2)
Double Strike? ground: no air:yes
Base Armor Rating: 1 (upgrade factor: +1)
Slots Taken in Dropship Transport: 2

Basic Strategies: Basically, the Goliath can be viewed as the Terrans' best ground-based, mobile anti air unit. They're best used in large groups to support Siege Tanks. When used in combat with Siege Tanks, be sure to use the Goliaths to target enemy air units. This is most easily accomplished by using the CTRL grouping feature of Starcraft. (see the article on Control Groupings for how to do this) So even if your tanks, Infantry and Goliaths are all mixed up, you have an easy way of selecting out all the Goliaths quickly. Once the air units are disposed of, then the Goliaths should contribute in attacking ground targets. If your enemy is producing more air units than ground units, it would probably be a good idea to make less Siege Tanks in your factories and more Goliaths.

Keep in mind that Goliaths do Explosive damage to air. Explosive damage is effective against large units like Scouts, Carriers, Wraiths, etc. Goliaths work much better against these type of units than Marines do, PLUS you can repair Goliaths. However, against the Mutalisk, a small air unit, you're better off making Marines, which can deal damage faster against Mutas, and for cheaper than Goliaths.

 

Ghost

Unit Type: Special Forces Infantry
Unit Size: Small
Cost: 25 minerals 75 gas
Build Time: 50
Control: 1
Buildings Required: Barracks, Academy, Science Facility with Covert Ops addon
Upgrades Possible: Weapons Upgrade (Engineering Bay)
Armor Upgrade (Engineering Bay)
Cloaking Upgrade (Covert Ops)
Ocular Implants = sight range upgrade (Covert Ops)
Lockdown (Covert Ops)
Moebius Reactor (maximum mana) (Covert Ops)
Hit Points: 45
Attack Type: Single shot Rifle
Range: 7 (8 in a Bunker)
Rate of Fire: 48 attacks per minute
Damage Type: Concussive
Attack Power: 10 (upgrade factor: +1)
Double Strike? no
Base Armor Rating: 0 (upgrade factor: +1)
Slots Taken in Dropship Transport: 1

Basic Strategies: This is the only Terran unit that can call in a nuclear strike. Sneak up near a base (after cloaking and ocular implants of course) and aim that nuclear strike at the front line defensive units or buildings. Be aware that enemy towers or detector units can see the cloaked Ghost though. The Ghost must live until the nuke lands, or else the nuke won't ever hit. To decrease the chances of getting your Ghost killed before the missile lands, bring several (3-4) Ghosts in to the area you want to nuke. Choose a Ghost to target the nuke, and keep the "Decoy Ghosts" nearby. Even if your enemy guesses the area you're going to nuke, having extra Ghosts there forces him/her to guess which one called in the nuke. This buys more time for the nuke to land.

Other than nuclear strikes, the Ghosts prove useful against enemy Terrans or Protoss because of the Lockdown ability. Lockdown causes a targeted machine (Tank, Dragoon, Goliath, etc.) to cease movement and fire completely. The units can then be attacked without repercussion. Lockdown saps 100 mana, while the cloaking works the same way as it did for Wraiths. It costs 25 mana to cloak, then 1 mana per second to remain cloaked. Against a lot of Battlecruisers or Carriers, Lockdown is absolutely critical to have.

 

Siege Tank

Unit Type: Heavy Ground Assault Vehicle (large)
Unit Size: Large
Cost: 150 minerals 100 gas
Build Time: 50
Control: 2
Buildings Required: Factory with Machine Shop addon
Upgrades Possible: Weapons Upgrade (Armory)
Armor Upgrade (Armory)
Siege Mode Upgrade (Machine Shop)
Hit Points: 150
Attack Types: Long range cannon shot (tank mode)
Extremely long range Shock Cannon (siege mode)
both are ground only
Range: 6 in tank mode, 12 in Siege Mode
Rate of Fire: 30 attacks per minute in tank mode, 15 in Siege mode
Damage Types: cannon = Explosive, Shock Cannon = Explosive
Attack Power: 30 in tank mode (upgrade factor: +3) 70 in siege mode (upgrade factor: +5)
Double Strike? no
Base Armor Rating: 1 (upgrade factor: 1)
Slots Taken in Dropship Transport: 4

Basic Strategies: Once you get the machine shop upgrade, these Tanks can serve as a primary defense unit. When used as part of an attack force, it's not as important to bring a lot of tanks (as few as 2 or 3 can be really effective) as it is to be sure any tanks you bring are well supported against air. They're VERY vulnerable to air attacks, so don't skimp on the accompanying Marines/Goliaths. It's crucial that you escort Tanks with anti air units like the ones mentioned.

Research siege mode as soon as possible. Without it, Tanks are almost pointless to have. When transformed into the stationary siege mode,its fire outranges all other units in the game. The cannon shot in siege mode is also far powerful than when in tank mode. Use these advantages to take out enemy fortifications. Park several Siege Tanks just out of range of enemy towers, put your tanks in siege mode and witness the destruction. Be sure they are supported by other units because if a melee attack unit approaches and attacks a tank in siege mode, the attacked tank cannot fire at such short range. For this reason it's also a good idea to space out your siege tanks, so they can support each other. However, it's still best to have supporting Goliaths and/or Infantry, because if one siege tank is being attacked by a melee unit, and another Siege Tank fires at that melee unit, the attacked tank will suffer splash damage from the shot. In other words, keep enemy units off your stationary tanks.

One trick to use against idle enemy troop concentrations is to park your Siege Tanks and place them in siege mode a ways off from the enemy. Using a couple of Marines or Goliaths, attack the enemy troops quickly and run back towards your tanks. As the enemy pursues, they will come in range of your Siege Tanks which should pick off the attackers and/or do heavy damage.

The Siege Tank can fire a lot farther than its sight range. Use other units to "spot" for it and it can act as artillery. Or, use the Comsat Station to scan the extra distance.

Wraith

Unit Type: airborne fighter
Unit Size: Large
Cost: 200 minerals 100 gas
Build Time: 60
Control: 2
Buildings Required: Starport
Upgrades Possible: Weapons Upgrade (Armory)
Armor Upgrade (Armory)
Cloaking Upgrade (Control Tower)
Apollo Reactor (mana) (Control Tower)
Hit Points: 120
Attack Types: Missiles (air), Laser (ground)
Range: 5
Rate of Fire: 48 attacks per minute
Damage Types: Missiles: Explosive, Laser: Normal
Attack Power: 15 for missiles (upgrade factor: +2), 8 for laser (upgrade factor: +1)
Double Strike? Air: no Ground: no
Mana: 200 (250 with upgrade)
Base Armor Rating: 0 (upgrade factor: +1)

The sleek Terran Wraiths, piloted by the greatest hotshot flight jockeys the Terrans have to offer, are fairly powerful all-purpose fighter aircraft, effective against flying and ground targets alike. Certainly their most significant feature is their ability to cloak for extended periods of time. Research the Cloaking Field even as you begin constructing your first Wraith fighter, as without this ability, the Wraith is vulnerable and over-priced. You may also wish to research the Apollo Reactor to increase maximum Wraith cloaking energy by 50 points, but this option is a luxury not to be pursued until you have plenty of resource reserves. You need several Wraiths to inflict significant damage against a target. To produce an optimal quantity of six or more, you need two or more Starports producing them simultaneously. Wraiths build slowly, and even after they're constructed, they must sit idle for some time as their cloaking
energy reserves charge up.
Use Wraiths to attack your enemy where he hasn't been so wise as to deploy cloak-detecting units. Enemy flying units will quickly fall to yourWraith fleets and their deadly Gemini Missiles if they have no means of firing back. Likewise, Wraith Burst Lasers can lay waste to any ground target given enough time. Fleets of Wraiths patrolling for enemy fledgling
expansion bases should destroy them without any kind of retaliation. Wraiths quickly fall prey to anti-air defense emplacements, including Zerg Spore Colonies, Protoss Photon Cannons, and enemy Terran Missile Turrets. These air defense structures see right through the Wraiths' cloak even as they tear into their flimsy armor. Other units to be feared include the Zerg Overlord, Protoss Observer, and enemy Terran Science Vessel, each of which can detect cloaked Wraiths so any nearby enemy forces can target and eliminate them. The Protoss Observer is itself cloaked, so be especially careful of a Protoss opponent who doesn't place many Photon Cannons. Chances are he's swarming the battlefield with Observers instead. A Terran Comsat Station Scanner Sweep will also reveal cloaked Wraiths, so beware the telltale sparkling effect if you are battling against a rival Terran power.
One strategy is to deploy just a few expendable cloaked Wraiths early on. The paranoia induced by being attacked by an invisible opponent may be such that your enemy will spend vast amounts of resources making certain your next wave will be detected and destroyed. Even as your opponent doubles up his anti-air defense, use this opportunity to mount a full-scale assault using other kinds of units. Wraiths cannot face the rival species' superior aircraft head on. The
Zerg Mutalisks take half damage from Wraith missiles, while Protoss Scouts are hands-down stronger. Never throw your Wraiths into a head-on battle; rather deploy them stealthily from time to time to harass the enemy. In many cases, Wraiths are too costly and not potent enough to justify purchasing, so use your discretion early on in deciding whether or not their specialties will be appropriate your situation.

 

Dropship

Unit Type: Transport
Unit Size: Large
Cost: 100 minerals 100 gas
Build Time: 50
Control: 2
Buildings Required: Starport, Control Tower addon
Upgrades Possible: Armor Upgrade (Armory)
Hit Points: 150
Attack Type: none
Base Armor Rating: 1 (upgrade factor: +1)
Slots Available for Transport: 8

Basic Strategies: The unarmed Terran Dropship is designed specifically to transport Terran
ground forces to and from battle. This flying craft is sufficiently well armored such that it may sustain some enemy fire, but its sturdiness comes at the cost of its sluggish speed.
The Dropship's limited carrying capacity consists of eight slots. SCVs and Terran infantry all use one, Vultures and Goliaths use two, and Arclite Siege Tanks use four. Pairs of Siege Tanks, quartets of Goliaths, or single Siege Tanks assisted by two Goliaths or four Marines all make for deadly combinations of payload. Of course, a traditional Marine drop may also yield great benefits. Eight Marines passing safely into enemy territory by means of a Dropship can quickly decimate a supply line, grinding resource flow to a halt. Unfortunately, unloading its cargo is not an instantaneous process, so make sure the Dropship's designation is free of enemy pres-ence when you deploy its contents. Dropships are vital for deploying SCVs to remote regions to construct expansion bases at fresh resource patches. Try sending pairs of SCVs with groups of military escort to protect the fledgling base while it is being built.

 

BattleCruiser

Unit Type: Heavy Airborne Assault platform
Unit Size: Large
Cost: 400 minerals 300 gas
Build Time: 160
Control: 8
Buildings Required: Starport with Control Tower addon, Science
Facility with Physics Lab addon
Upgrades Possible: Weapons Upgrade (Armory)
Armor Upgrade (Armory)
Yamato Cannon Upgrade (Physics Lab)
Colossus Reactor (maximum mana) (Physics Lab)
Hit Points: 500
Attack Types: laser (ground and air), Yamato Cannon shot (ground and air)
Range: 6
Rate of Fire: 36 attacks per minute
Damage Type: Normal
Attack Power: 25 for the laser (upgrade factor: +3), 250 for the Yamato Cannon
Double Strike? No
Mana: 200 (250 with upgrade)
Base Armor Rating: 2 (upgrade factor: +1)

Basic Strategies: This unit, is the flagship vessel of the Terran fleets. It takes a long time to build and really are not effective without the Yamato upgrade. They move slowly and fire at a relatively slow rate as well. When used in combination with other forces, their Yamato cannon can do devastating damage to buildings, or units with high hp. They certainly shouldn't be flown about solo, because groups of Scouts or Scourges could dominate them in a battle, but large groups (six or more) of BCs will do well without support from other units. Bear in mind that the Yamato cannon requires 150 mana to be fired. Use the Yamato to destroy missile towers from long range on island maps. It's a great way to clear out a safe landing zone for Dropships.

 

Science Vessel

Unit Type: Airborne "magic"/support unit, "Detector" unit
Unit Size: Large
Cost: 25 minerals 300 gas
Build Time: 80
Control: 2
Buildings Required: Starport, Science Facility
Upgrades Possible: Armor Upgrade (Armory)
EMP Shockwave (Science Facility)
Irradiate (Science Facility)
Titan Reactor (maximum mana) (Science Facility)
Hit Points: 200
Attack Types: none
Mana: 200 (250 with upgrade)
Base Armor Rating: 1 (upgrade factor: +1)

Basic Strategies: You'll need this unit as a detector once enemy Protoss or Terrans get cloaking units. Their EMP blast will bring down all Protoss shields in a certain area, so it's critical to have one around if Archons or Templars are nearby. EMP will also help against cloaked Wraiths. Target the Wraiths and they won't have any power left to cloak. They can even be somewhat effective against Zerg Queens and Defilers. EMP will take away all their mana points. The same applies for Protoss Templars. Basically EMP will drain all power plants, mana points and shields within the area you cast it for a mere 100 mana. Try using your Comsat stations to scope out an area before an attack. Bring in Science Vessels to EMP any magic users you see before coming in with the troops.

Irradiate (75 mana) is also a good spell, particularly against Zerg Mutalisks and Guardians. The targeted unit will begin to lose hit points, as will all the units in contact with it. Irradiate will work for any organic unit, ground or airborne so be sure to research it against the Zerg. The irradiated unit will eventually die, unless it has over 200 or so hit points, like an Ultralisk. Another way to use this spell is to cast it on your own mechanized unit. Try casting it on a Siege Tank. If Zerglings/Zealots come to attack the Irradiated tank, they'll get severely damaged or die from the radiation, while your Tank remains unharmed by the spell.

Defensive Matrix (100 mana) is a spell that "comes with" the Science Vessel without further research. Target your own unit and give it an extra 250 hp, temporarily. Use it on Dropships to help them drop cargo in a "hot" landing zone, or use on Siege Tanks so they can live longer to punish the enemy.