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Mac Starcraft Units:

Zerg:

Drone

Unit Type: Worker/Harvester/Builder
Unit Size: Small
Cost: 50 minerals
Build Time: 20
Control: 1
Buildings Required: Hatchery
Upgrades Possible: Burrowing (Hatchery/Lair/Hive)
Hit Points: 40
Attack Type: melee attack (ground only)
Range: 1
Rate of Fire: 48 attacks per minute
Damage Type: Normal
Attack Power: 5 (upgrade factor +0)
Double Strike? no
Base Armor Rating: 0 (upgrade factor +1)
Slots Taken in Overlord 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 a Sunken Colony and/or a Spore Colony 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 hiding away with its burrow ability might be a better option. To make buildings, you must use the drones to mutate into the buildings, but you don't get the Drone back after the building is finished. The Drone BECOMES the building. This is another reason to keep hatching at least a couple Drones every now and then throughout the building stage of the game.

 

Zergling

Unit Type: Ground based, swarming attacker
Unit Size: Small
Cost: 50 minerals per pair
Build Time: 28
Control: 1 per pair
Buildings Required: Spawning Pool
Upgrades Possible: Burrowing (Hatchery/Lair/Hive)
Movement Rate Upgrade (Spawning Pool)
Attack Rate Upgrade (Spawning Pool with Hive)
Melee Attack Upgrade (Evolution Chamber)
Carapace (armor) Upgrade (Evolution Chamber)
Hit Points: 35
Attack Type: melee attack with claws (ground only)
Range: 1
Rate of Fire: 116 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 Overlord Transport: 1

Basic Strategies: Attack in large groups only, preferably twelve or more. The Zerglings are mainly useful for destroying structures quickly and efficiently. They're not as useful for attacking enemy units because of the low hit points and the fact that their attack is so weak, that it's only efficient in groups. Against smaller units like Marines or Zealots, not enough Zerglings can surround the enemy to attack effectively. You'll need to outnumber the enemy by a good margin to compensate. Despite these shortcomings, Zerglings are useful units because of their speed and low cost. They're good for helping Hydralisks in the early part of the game, especially against Zealots. Research the speed upgrade to run around enemy troops at the beginning for an early attack on worker units. Another good tactic, since they're inexpensive and fast, is to send out individual Zerglings at the start to help scout the map. Burrow them around the map and they act as inexpensive and largely invisible early warning devices.

Are you using the attack move command with your Zerglings? Don't know what attack move is? Read the section about attack move and learn why it's best to use this command with your Zerglings instead of right clicking.

 

Hydralisk

Unit Type: Fast, versatile, foot soldier
Unit Size: Medium
Cost: 75 minerals 25 gas
Build Time: 26
Control: 1
Buildings Required: Hydralisk Den
Upgrades Possible: Burrowing (Hatchery/Lair/Hive)
Movement rate upgrade (Hydralisk Den)
Attack range upgrade (Hydralisk Den)
Missile Attack upgrade (Evolution Chamber)
Carapace (armor) upgrade (Evolution Chamber)
Hit Points: 80
Attack Type: Ranged attack with spines (ground and air)
Range: 4 (+1)
Rate of Fire: 70 attacks per minute
Damage Type: Explosive
Attack Power: 10 (upgrade factor: +1)
Double Strike? No
Base Armor Rating: 0 (upgrade factor: +1)
Slots Taken in Overlord Transport: 2

Basic Strategies: Like the Zerglings, they are most useful in large groups, but the groups don't have to be as large as for the Zerglings. For the beginning part of the game, the Hydralisk serves as a basic ground based attack unit for the Zerg, along with Zerglings. Hydralisks are equally effective at attacking air as well as ground units. Use their burrowing capability to surprise unsuspecting enemy units and fool the enemy as to your true troop strength. They are very effective at quickly eliminating worker units (SCV, Drone, Probe), due to their ranged attack. Against melee attacking ground units, like the Protoss Zealot, use your ranged attack to your advantage; use hit and run tactics to frustrate the enemy. Don't forget that the hit and run tactic is easier to do after upgrading the speed and range of your Hydralisks. This unit should probably serve as the core of your forces right through the late stages of the game, due to their cost effectiveness, speed, and versatility.

 

Ultralisk

Unit Type: Heavy Assault Ground Warrior
Unit Size: Large
Cost: 200 minerals 200 gas
Build Time: 60
Control: 6
Buildings Required: Ultralisk Cavern
Upgrades Possible: Melee Attack Upgrade (Evolution Chamber)
Carapace (armor) Upgrade (Evolution Chamber)
Hit Points: 400
Attack Type: Melee attack with huge blades (ground only)
Damage Type: Normal
Range: 1
Rate of Fire: 62 attacks per minute
Attack Power: 20 (upgrade factor: +3)
Double Strike? No
Base Armor Rating: 1 (upgrade factor: +1)
Slots Taken in Overlord Transport: 4

Basic Strategies: Once the game progresses in the late stages, this unit should complement your ground forces. It deals the most damage of any ground unit for the Zerg and can take a lot of punishment due to its high number of hit points. They can tear through enemy towers and infantry quickly, but they are not invincible and are of course, vulnerable to air attack, so it's vital that any attack using Ultralisks should be supported by anti air units such as Hydralisks or Mutalisks.

A good use for Ultralisks is to spearhead invasions into enemy territory. They can soak up most of the initial damage as your Hydralisks (which should be your main attack force) follow up and punish the enemy. Defilers using their Dark Swarm spell can provide cover from ranged attacks.

Be particularly wary of enemy Queens because their Broodling spell can erase an expensive Ultralisk in an instant, and also careful of Protoss Templars, whose Psionic Storm ability can bring down hp fast. Enemy Defilers casting Plague or Terran Sci Vessels using Irradiate can also be a nuisance. Remember that each Ultralisk takes up 6 control units, so be sure to keep building Overlords so as not to slow your production.

 

Defiler

Unit Type: Ground based "magic"/support unit
Unit Size: medium
Cost: 25 minerals 100 gas
Build Time: 50
Control: 2
Buildings Required: Defiler Mound
Upgrades Possible: Carapace (armor) Upgrade (Evolution Chamber)
Plague (Defiler Mound)
Consume ability (Defiler Mound)
Energy (maximum mana) upgrade (Defiler Mound)
Burrowing (Hatchery/Lair/Hive)
Hit Points: 80
Attack Type: none
Mana: 200 (250 with upgrade)
Base Armor Rating: 1 (upgrade factor: +1)
Slots Taken in Overlord Transport: 2

Basic Strategies: This unit, similar to the Queen, should be used to escort and support attack forces, and not be used in direct combat. If your Defilers are ever caught without escort, don't forget you can protect yourself by burrowing.

Anything caught within the radius of Plague, troops and buildings alike, will sustain damage. A red goo sticks to any unit that was in the spell radius of the Plague at the time of the spell casting and saps the hit points of the building or unit down to a minimum of one hit point. A small group of Defilers casting Plague on unsuspecting groups of enemy troops can cause havoc. It can also be cast on tower-type defensive structures from safe distances. Be aware that Plague will not kill enemy troops or buildings. It could reduce their hp steadily to a minimum of one in a single casting, but not lower than that. Your troops will have to do the rest. (If you get a Terran Building into the red, they burn slowly by themselves, so in this case, Plague can directly kill something) Plague costs 150 mana.

Dark Swarm creates an orange cloud of tiny insects around your target unit. Any ground units within this orange cloud will have a be immune to enemy attacks from ranged weapons. Notable exceptions are Siege Tanks in Siege Mode and Archons and Firebats. The former causes splash damage, and the attacks of the latter two are considered melee attacks. One can protect Ultralisk herds from air attack using this spell. Try using it on your Hydralisks also. It will not protect flying units like Guardians or Mutalisks from attack, however. Dark Swarm costs 100 mana from your Defiler.

The Consume ability of the Defiler is a great way to quickly regain mana. Basically, you can "feed" any one of your units to the Defiler, who will then gain 50 mana from "eating" your own unit. The best unit to feed the Defiler would probably be Zerglings, because they only cost 50 for a pair. If your Defilers use up their mana quickly, this is a good ability to research.

Overlord

Unit Type: Farm/Scout/Transport/Detector
Unit Size: Large
Cost: 100 minerals
Build Time: 40
Control: 0
Buildings Required: Hatchery
Upgrades Possible: Ventral Sacs upgrade=Transport ability (Lair/Hive)
Antennae upgrade=Sight radius upgrade (Lair/Hive)
Pneumaticized Carapace upgrade=Speed upgrade(Lair/Hive)
Hit Points: 200
Attack Type: none
Base Armor Rating: 0 (upgrade factor +0)
Slots Available as a Transport: 8

Basic Strategies: You get one Overlord at the beginning of each game. Use this unit to scout the map and try to locate your opponent. These units are extremely slow before the upgrade, so at the beginning, be careful of Marines or enemy Hydralisks or Dragoons. The Overlord won't be able to run away. Overlords can serve as "detectors" for the Zerg. They can detect burrowed enemy Zerg and cloaked Terran or Protoss units, so late in the game, it's a good idea to send one or two in with an attack force to locate cloaked units. They also serve as the Zerg's only transports, so research the Ventral sac upgrade, particularly if your reconnaisance indicates that your enemy would be vulnerable to an air drop behind his front lines. Research the speed upgrade at the lair as the first Overlord upgrade you do, or else they become vulnerable to enemy attack. As the Zerg's "farm" unit, Each Overlord provides 8 control units.

 

Mutalisk

Unit Type: Flying Fighter
Unit Size: Small
Cost: 100 minerals 100 gas
Build Time: 40
Control: 2
Buildings Required: Spire
Upgrades Possible: Attack upgrade (Spire)
Carapace (armor) Upgrade (Spire)
Option to mutate to Guardian (Greater Spire)
Hit Points: 120
Attack Type: Medium range "Glaive Wurm", (air and ground; normal damage)
Range: 3
Rate of Fire: 36 attacks per minute
Damage Type: Normal
Attack Power: 9-3-1 (upgrade factor: +1)
Double Strike? no
Base Armor Rating: 0 (upgrade factor: +1)

Basic Strategies: One can upgrade their Hatchery to a Lair and then build a Spire to make Mutalisks relatively quickly, especially if the Hydralisk Den is skipped. This is a risky manuever, but if your enemy is not producing anti air units, build up a small fleet of Mutalisks and directly attack the production lines of your enemy. It's also useful for taking out ground units like Zealots, Firebats, Siege Tanks, and Zerglings which cannot fire back. The way its attack works is that it hits the first unit (the one you aim at) for 9 damage, the projectile bounces to a neighboring unit for 3 damage and ricochets again to another neighboring unit for 1 damage.

Mutas are great for island maps and large maps where speed is of the utmost importance. They pack a punch in large groups, and can fend for themselves quite well. The biggest threats to Mutas are Psionic Storm and hordes of Marines or Hydralisks, so be wary of those.

 

Queen

Unit Type: Flying "magic"/support unit
Unit Size: Medium
Cost: 100 minerals 150 gas
Build Time: 50
Control: 2
Buildings Required: Queen's Nest
Upgrades Possible: Carapace (armor) Upgrade (Spire)
Ensnare (Queen's Nest)
Spawn Broodling (Queen's Nest)
Energy (maximum mana) Upgrade (Queen's Nest)
Hit Points: 120
Attack Type: none
Mana: 200 (250 with upgrade)
Base Armor Rating: 0 (upgrade factor: +1)

Basic Strategies: This unit is one of the Zerg's two magic using units. It has no attack, so you should use them with support from your regular ground troops.

Ensnare is the rough equivalent to the "Slow" spell in Warcraft2, except Ensnare will affect all units in a certain area, including yours, if they're in the way. The Queen stands off a bit and shoots a projectile either at a target or at a spot on the map, where it explodes to a mass of green goop, slowing units' fire rates and movement speeds for a short time. Use this ability on masses of troops before sending in your strike forces, or as a defensive measure if your base is attacked by masses of enemies. It costs 75 mana.

Broodling costs 150 mana, which means even a fully upgraded Queen can only Broodling once, even on a full charge of mana. It basically morphs any enemy "organic" ground unit into two Zerg "Broodlings," weak ground units with 30 hp each. A list of targets which can be Broodlinged is listed below. It's best used to eliminate the strongest ground units of an attacking or defending force, before your own ground troops have to face them (e. g. Ultralisks, Siege Tanks, Templars)

Parasite (50 mana) is a spell that the Queen starts out with. It does not damage the enemy. Rather, when targeted and shot at an enemy unit, the Parasite attaches to enemy and what the enemy is able to see, you will be able to see as well. It effectively makes that enemy unit your own scout, although you do not control that unit's movement. Your opponent can check if a Parasite is attached by clicking on a suspected unit, but there is no way to get rid of the parasite except by killing the host unit. Use them to try and "keep tabs" on enemy forces, but be aware that a clever opponent might try to use a parasited unit to deceive you, perhaps by using it in a "dummy" attack force meant to distract your attention from other areas of your town or the map. Good units to Parasite are the dangerous ones like Templars and Siege Tanks. You should also try Parasiting transport units and detector units whenever possible.

Infest Command Center is another ability that does not need to be researched. Once a Terran Command Center is brought down to * its normal level of hit points, the Queen can "infest" the Command Center, turning it into your own building. From this Infested Command Center, Infested Terran troops can be built. These infested troops act much like the demolition crews/sappers of Warcraft2. They can run either into groups of enemy troops and explode, causing massive damage, or they can be detonated at enemy buildings for 500 points of damage. It is somewhat more difficult to "sap" enemy troops with this unit, due to the more prevalent ranged attack of Starcraft as compared to Warcraft 2, so these units are best utilized as building demolition. Infesting a Command Center takes no mana and it is possible to infest a flying Command Center, so long as it is damaged halfway or more.

Units that are vulnerable to Broodling

Any Terran Infantry (Marines, Firebats, Ghosts, SCV)
Terran Vulture
Terran Siege Tank
Terran Goliath
Any Zerg ground unit
Protoss Zealot
Protoss Dragoon
Protoss Templar

 

Scourge

Unit Type: Flying Kamikaze anti air unit
Unit Size: Small
Cost: 25 minerals 75 gas per pair
Build Time: 30
Control: 1 per pair
Buildings Required: Spire
Upgrades Possible: Carapace (armor) Upgrade (Spire)
Hit Points: 20
Attack Type: Kamikaze (air only)
Damage Type: Normal
Attack Power: 110 (upgrade factor: +0)
Double Strike? no
Base Armor Rating: 0 (upgrade factor: +1)

Basic Strategies: This unit is the Zerg's quick and dirty way of dealing with air units. If you see your enemy building up massive air forces, you may consider to complement your anti air units with Scourges. Fleets of them can decimate Protoss carriers, Terran Battle Cruisers, or just get rid of pesky Wraiths, Scouts, or Mutalisks. They're also good against slow moving Guardians. One dirty trick would be to try and locate large concentrations of enemy Overlords and then send in your fleets of Scourges (one pair will destroy one overlord) to destroy these floating "farms." Such a tactic would essentially cripple your Zerg enemy's capacity to produce units. Be aware that Scourges have few hit points, so it's best to "distract" the air force you're attacking with Mutalisks first, then bring in the Scourges. Scourges also fly at about the same rate as other air units, not faster, so you may also consider slowing down the enemy air units with a Queen's Ensnare ability first.

It's a good idea to build some Scourges on island maps to patrol around the perimeter of your island and help prevent air drops.

 

Guardian

Unit Type: Flying, long range, bombardment unit
Unit Size: Large
Cost: 50 minerals 100 gas AND 1 Mutalisk
Build Time: 40
Control: no additional control required
Buildings Required: Greater Spire
Upgrades Possible: Attack upgrade (Spire)
Carapace (armor) upgrade (Spire)
Hit Points: 150
Attack Type: long range acid ball (air to ground only)
Range: 8
Rate of Fire: 36 attacks per minute
Damage Type: Normal
Attack Power: 20 (upgrade factor: +2)
Double Strike? No guide
Base Armor Rating: 2 (upgrade factor: +1)

Basic Strategies: Use them to assault enemy troops and towers from long range. They are best used in combination with anti air forces, like Scourges, Hydralisks, and/or Mutalisks. Be sure to support the Guardians, since they are completely vulnerable to air to air units like Scouts. They work great to break open a tough defense. Don't forget about these units when you're up against a seemingly inpenetrable defensive scheme. Be aware that they are relatively slow moving, so retreat (hit and run) from overwhelming air attack is not really an option.

The transformation from Mutalisk to Guardian takes some time, during which the Mutalisk becomes immobilized in a floating "cocoon." After approximately 15-20 seconds, the Guardian emerges, ready to attack. Unlike the transformation for Terran Siege Tank to siege mode, the Mutalisk to Guardian transformation takes extra mineral/gas and is NOT reversible. In that sense it's more like the transformation from 2 Templars to an Archon.