Excal's Guide for Brood War Newbies
Terran:
vs Terran | vs Protoss | vs
Zerg
Protoss: vs Terran | vs Protoss | vs
Zerg
Zerg: vs Terran | vs Protoss | vs
Zerg
Overview
Brood War is the most strategic and balanced RTS in the history of gaming. The core elements of Brood War are micromanagement (the ability to increase the cost-effectiveness of a single unit or group of units), macromanagement (exhibiting efficient spending, production, tech, and resource control), and reconnaissance. I can say without hyperbole that 95% of the game's outcome is dependant on your ability to scout (recon). If an opponent secretly techs or secretly expands somewhere and you do not realize it, that can be your downfall. Learn to scout effectively and adapt to the strategy which you've scouted.
For many players and observers, TvT is the most hated matchup. Players find it difficult and tedious to play, and observers find it boring. In any case, it is the most strategic and territorial matchup. All high-level TvT strategies begin with a 9-depot, 11-rax, 12-refinery, 100-gas Factory build. You will employ and encounter the following strategies:
Four-Goliath
Drop (4-gol drop)
After
your first Factory is completed, build a Starport and Armory, then a second
Factory once you get 100 gas. Once your Starport completes, add a Control
Tower. Get four Goliaths and quickly drop on your opponent's base. This strategy
is beaten by 2-factory Tank and of course, another Goliath build.
Two-Factory
Tank (2-fact Tank)
Build
a second Factory at 100 gas and an addon for your first Factory (and second
when it completes). Build a Tank and research Siege Mode, and continually
pump Tanks. Build an Engineering Bay and begin Tank/Turret containment at
the enemy main. This strategy is sometimes beaten by 2-port Wraith.
Two-Starport
Wraith (2-port Wraith)
After
your first Factory completes, build two Starports and begin pumping Wraiths.
Use these Wraiths to harass your opponent and
force him to begin massing anti-air. This is a micro-intensive strategy since
Wraiths are very fast, do little ground damage, and die in only 6 hits to
Missile Turrets or Goliath Hellfire missiles. Wraiths do well for containment
and slow the enemy's Tank/Turret push. They can also deny drop attempts and
help reinforce any cliff control you may have over an enemy expansion. This
strategy is beaten by a Goliath build or sometimes a 1-fact expand.
One-Factory
Expand (1-fact expand or 1-fact CC)
When
you get 400 minerals after you begin your Factory, build a Command Center.
Here you have an option to go for any tech you choose, but be warned because
your opponent will have stronger production if he chose any of the previous
builds. This build forces you to remain defensive for a while, but the early
economy boost is usually worth it. Usually you will want heavy Tank/Turret
for quick sturdy defense. This strategy is sometimes beaten by 2-port Wraith
or a 4-gol drop.
3-Factory
Vult (3-fact Vult)
Build
two Factories as soon as you are able, with addons for both. Quickly research
Vult speed and Mines and begin pumping Vultures. Build a third Factory when
gas permits. This strategy is not advisable when the opponent has walled in,
or on fairly closed maps with lots of cliff coverage. You want to lay lots
of mines and make it a complete hassle for the opponent to push out of his
own main, or simply overwhelm him and head right for the peon line if possible.
This is a relatively unexpected strategy and works best early-on against a
player going standard Tank/Turret. This strategy is beaten by a Goliath build.
2-Factory
Goliath Expand (2-fact gol fast exp)
Build
a Depot after your first Factory, then a second Factory and Armory. Build
2 Goliaths, another Depot, then 2 more Goliaths. At this point, make a Command
Center. You may want to start a couple of Tanks at this point for ground strength.
If your opponent has a Starport, or you suspect one might show up soon, build
an Engineering Bay and construct a few Turrets. Add a Starport a short while
later. This build is roughly equal to a Four-Goliath Drop and will
get destroyed by Two-Factory Tank, but is exceptionally strong against
Two-Starport Wraith.
Terran vs Protoss is another fairly territorial matchup. In many maps, whoever takes control of the center wins. This is because it's easy to send out strikes anywhere on the map while limiting your opponent's mobility. All high-level TvP strategies stem from 9-depot, 11-rax, 12-refinery, 100-gas Factory. Block off your choke by creating a wall-in comprised of one or two depots (depending on chokepoint size) and a Barracks. Ensure your Barracks is always placed below your Depot, since this seals off the chokepoint completely. Chances are before your first Factory completes, a Dragoon will be dispatched to harass your wall-in. This is no big deal and can usually be ignored until the Depot gets down to 50% life, at which point you will want to repair. Dragoons typically flee when your first Tank greets them, or die otherwise.
2-Factory
Tank (2-fact Tank)
This
is the most basic TvP strategy. Simply tech directly to Tanks and research
Siege Mode immediately. Your goal here is to just pump Tanks and push out
when you have a substantial number. From there on it's a Tank/Turret push,
adding Vults into the mix a little later on. This strategy can utterly destroy
a Protoss player who gets too greedy with expanding early. The catch is that
this strategy loses effectiveness the slower your push goes, and can be shut
down quickly if your push is too aggressive.
1-Factory
Expand (1-fact expand or 1-fact CC)
This
strategy gives you a nice economy boost, but keeps you sequestered in your
main for a while. Once you get 400 minerals after your first Tank is produced,
build a Command Center. Typically Protoss players will double-expand against
this. Sometimes this can be used in conjunction with a 2-Tank drop
which can potentially eliminate one of the Protoss player's expansions, provided
the map allows you to drop somewhere where your Tanks can fire with impunity
(such as a natural on Lost Temple) and also provided the Protoss player has
no cliff protection. This build can be significantly hindered by a DT drop.
2-Factory
Expand (2-fact expand or 2-fact CC)
Build
a second Factory when you get another 100 gas, then expand when you get 400
minerals after your first Tank is produced. Many Terran players swear by this
strategy. It provides a nice balance of power and economy. Protoss players
that double-expand against this build will find themselves overrun quickly.
This strategy has no major counters, but can be significantly hindered by
a DT drop.
3-Factory
Vult (3-fact Vult)
Build
a second Factory at 100 gas, produce addons for both, and tech Vult speed
and mines. Add a third Factory when gas allows. Make sure you keep up with
Depot production, since this build forces you to build Depots much faster
than normal. This build is very risky and difficult to pull off, since you
will mostly be facing Dragoons early game. Unorthodox and just plain silly
builds such as 2-gate Zeal or a DT rush will get trampled by
this build. Small numbers of Dragoons can be beaten by well-placed Mines combined
with Vult surrounding, but larger numbers will dismantle you. Basically, you
are set far behind if you are unable to get into the opponent's main and cause
substantial Probe casualties. This build is beaten by 2-gate Goon.
Bamboo
Terran (Gundam Rush)
This
is the hardest strategy to pull off. It requires very good micro, macro, and
reflexes. It's called Bamboo because, like bamboo, it bends but does not break
(you can do a lot of damage with just a few units). Your build consists of
two Factories, an addon for one, and an Engineering Bay shortly before the
second Factory is completed. Once the Machine Shop addon completes, build
a Tank and research Mines first. Begin training Marines until you have four.
Produce Vults from the second Factory. Once you have one Tank, four Marines,
and two Vults, bring two or three SCVs and move out. Aggressively push toward
your opponent's choke and set up containment directly at his front door. Research
Siege Mode immediately after Mine research is finished, and rally Tanks and
Vults to your containment. Some players prefer to float their Barracks over
as a Tank spotter. Lay Mines, build Turrets, and a Bunker for your four Marines.
Protoss players that discover you are attempting this strategy will either
tech straight to DTs or pump mass amounts of Dragoons. If your Turrets are
too late, you will have issues with DTs. If you are too slow in pushing, you
will get taken down by mass Dragoons. This build can be threatened by a DT/Reaver
drop while your push is happening.
2-Tank
Drop
Build
a Starport and Machine Shop addon right after your Factory is completed. Research
Siege Mode and build Tanks, then a Control Tower addon when the Starport completes.
Get a Dropship and fast-drop 2 Tanks directly at the enemy mineral line. Ignore
enemy units and target Probes. Your goal here is to take out as many Probes
as possible to set back his economy, which will throw him on the defensive
and allow you to expand safely, set up containment, or gain center control.
The key is secrecy - if your Tanks do little or no damage you will find yourself
in trouble. This strategy is strong against Goon Containment and is
beaten by any conservative Protoss build.
Terran vs Zerg is heavily dependant on the Terran player's ability to micro. If you have poor unit control, there is a good chance you will have difficulty with this matchup. Most builds begin with a 2-rax opener followed by an Academy. Eventually this Marimedic force is bolstered by Tanks and Science Vessels. The key to TvZ is to not let the Zerg dominate the map. Many Zerg players will mass expand, or attempt to create a large number of secret expansions. Once these expansions are developed it can mean doom for a Terran player, since you will soon have units overwhelming you from all sides. Keep the Zerg confined, take out expansions as they pop up, and keep good unit control and you will win.
Fast
Infantry Drop (fast 7/1 drop)
This
build is easiest to do on a map where you can completely wall in, such that
Zerglings can't get through into your main. This leaves you free to tech up
to a quick Starport with Control Tower addon. While your Starport is building,
start an Academy, then a second Barracks after that. Once that Academy finishes,
research Stim and get a Medic. Get a Dropship as soon as possible, then load
it with 7 Marines and 1 Medic and drop straight to the Zerg base. You want
constant harassment so that it disrupts your opponent's economy and keeps
him on the defensive. This build is very strong against a Lurker build, but
fairly weak against a Muta/ling build.
3-Barracks
Infantry with Fast +1 Weapons (3-rax +1 infantry)
Build
2 Barracks, a Refinery, Academy, Engineering Bay, then add a third Barracks.
Begin research on Level 1 Infantry Weapons as soon as possible. This build
relies on massive numbers of infantry to overwhelm your opponent. Essentially
what you hope to do with this is "out-Zerg" the Zerg. Get Medics
and Stim when gas permits. This build is very strong against Muta/ling and
above-average against a Lurker build (though that is heavily dependant on
micro).
Fast
Science Vessels (fast SV) Reactionary
Fast
Vessels is usually a follow-up strategy to the fast infantry drop or Wraith
rush. You can really start pumping Vessels with Irradiate if your opening
drop or Wraith rush scouted a Spire, or you can just use one or two Vessels
if you've scouted a Hydralisk Den, using more Tanks instead.
2-Starport
Wraith rush (2-port Wraith)
This
build is very micro-intensive and can throw players into horrendous spending
problems. Tech directly to Starport, and add a second Starport at the same
time. Once these are complete, build two Wraiths. From here, you can either
continue pumping Wraiths and research Cloak, or change-up to Dropships or
Science Vessels. What you want to do here is take out as many Overlords as
possible. This forces the Zerg player to replenish his supply of Overlords
and limits his production while you are massing units. This build is strong
against a Spire build and occasionally a Lurker build, but loses effectiveness
once Mutas or Hydras start appearing. Lesser-skilled Zerg players will crack
under the pressure caused by a Wraith rush.
PvT is all about map control. You will face mostly Tank/Mine/Turret pushes in the center of the map, and if you cede control of the center the results could be disastrous. Flanking with speed Zealots, using Psionic Storm, and adding ranged Dragoons for support fire are all crucial to breaking or slowing a Tank push. Mass expand while the Terran is struggling to take the center. Build a couple of Cannons near your expansions to fend off Vult raids. The slower his push goes, the better your chance at locking the victory with a surprise Carrier force or massive ground attack. Your build starts with an 8-pylon, 10-gate, 12-assimilator.
1-Gateway
Cybernetics Core (1-gate core)
This
is the most flexible opening with a number of possible paths:
Goon Range then Robotics, Observatory allows you to aggressively contain the Terran player. This is good against a 1-factory expand.
Robotics then Goon Range, Observatory allows you to scout earlier, if you suspect an unorthodox build or fast drop. Works well against a 2-tank drop.
No Range Fast DT or a DT Drop forces a Terran who has neglected detection into a submissive, cautious state.
Range and DT is good when your Dragoons do a fair amount of damage, as a finisher.
Robotics and Robo Support allows for a fast Reaver drop, which can throw a Terran who was going Vultures off-guard.
Double-Expand
Reactionary
If
you scout a 1-factory expand, you can safely double-expand. This improves
your map control. Terran players who are slow to push out and exploit their
quick expansion can find themselves overrun by relatively fast Carriers.
PvP is the most varied of the mirror matchups, and tends to be very micro-intensive. A key thing to note is that you should never recklessly mass expand in PvP. Almost all of your economy should be focused on producing units and production structures. Only expand after you have won a critical battle - this is called "earning an expansion." In all of these builds, you will eventually want Observers so you aren't thrown off by enemy DTs. All PvP builds stem from an 8-pylon. PvP is somewhat of an exception to the rule of "always produce more workers" because you won't really need more than twenty-something Probes until you expand. Since you will expand relatively late compared to the other matchups, this money that would otherwise be spent on Probes can be invested in more units and Pylons. If you are producing non-stop Probes while your opponent is instead spending those resources on units, you will undoubtedly find yourself outnumbered.
2-Gateway
Zealot (2-gate Zeal)
Depending
on start locations and your opponent's micro, this can be a very strong opening.
In most cases, when facing a 2-gate zeal opening from your opponent, you will
need to add a second gateway of your own to match him. You will want to gradually
transition into pure Dragoons, but you must possess the micro necessary for
Dragoons to beat Zealots (hit and run). This is usually a 10-gate 11-gate
build.
3-Gateway
Dragoon (3-gate goon)
This
build just revolves around mass mass Dragoons from a 10-gate 12-assimilator
or 10-gate 12-gate 14-assimilator start. It is a good option for when your
opponent has less-than-stellar Reaver or Templar micro. This can be beaten
by Goon/reaver in tandem with flanking with speed Zealots.
Fast
Reaver Drop
This
is an all-out rush to Reavers on 10-gate 12-assimilator. If your opponent
isn't expecting it, this can cause massive economic damage. It is important
to note that when controlling Reavers, you target Probes rather than combat
units. A strong Dragoon defense will stop this build, or it can sometimes
be prevented by 2-gate Zeal. If you suspect your opponent is going
Reavers, keep Dragoons by your Nexus.
Dragoons
and Reavers (Goon/reav)
Goon/reaver
is one of the more standard PvP strategies. It has no real weaknesses, and
its success all depends on your ability to micro your Reavers and Shuttles
as well as your ability to make decisions regarding whether or not you should
use your Reaver offensively or defensively. If your opponent is systematically
focus-firing on your Reavers, pick them up in Shuttles and place them behind
your Dragoons. However, if he is retreating or sending in Zeals to absorb
Dragoon hits, you may want your Reavers on the front lines or off to the side.
The effectiveness of this strategy is roughly equal to Goon/templar.
Dragoons
with Psionic Storm (Goon/temp)
Dragoons
are fairly mobile, but they are big and clunky. Psionic Storm takes advantage
of this. Cast it on large clumps of Dragoons where they can't easily maneuver
out of it. Meanwhile, your Dragoons are getting free hits. This forces your
opponent on the defensive. This is more of an anti-ranged build, and is beaten
by Dragoons with Zealot flanking.
DT
Rush
Rushing
to 2-gate DTs can throw some opponents off-guard. You want to hit them before
they have Observers (or in some cases, Cannons). Many players tech to Observers
first then start going Goon/Reaver just to nullify this strategy. This is
a hard 1-gate tech to Templar Archives, with a second Gateway added in once
you have a spare 150 minerals. This build is beaten by Dragoons and Observers
or a ramp block with a Cannon behind it.
Carriers
Reactionary
There
may come a time when your opponent is just too powerful on the ground. Maybe
he has too many Reavers and your Dragoons can't get close anymore. Carrier
tech can be a good surprise option. Remember that Carriers are a large investment
and can be beaten relatively easily once scouted. In most cases, going Carriers
is a do-or-die move. This strategy can be beaten by 3-gate Goon or,
more easily, Goon/templar.
PvZ is somewhat of an uphill battle unless the Protoss is able to firmly take control. Things get dicey once the Zerg reaches Hive tech, so obviously you will have to prevent that from happening. This matchup is a steady balance of micro and macro. In most games it is difficult, if not impossible, to with without Psionic Storm, so that will be your best friend in PvZ. There is little you can do to stop the Zerg from mass expanding, but attempt to slow his economy by doing so anyway, while maintaining expansions yourself. Begin with an 8-pylon.
2-Gateway
Zealot (2-gate Zeal)
This
is a quick Zealot rush using a 9-gate 10-gate build. Quickly rally your two
Gateways to the enemy main and use your scout probe combined with your rallied
Zealots to wreak early economic damage. This will be a battle of micro for
a while, as your Zealot numbers and his Zergling numbers increase. Typically
you will not be able to actually finish him off with this build, but you can
potentially cause a substantial economic setback. You will eventually be forced
out by superior numbers of Zerglings, or a Zergling/Sunken combination. Use
this build against a 12-hatch 11-pool opening for best results.
Fast
Corsair with Level 1 Ground Weapons (1-gate sair +1 Zeal)
Tech
straight to Stargate and get a Forge after your first or second Gateway. This
build enables you to deal some nice damage against a 3-hatch speedling build.
You are essentially double-punishing him by taking out his Overlords as well
as his lings. Your Zerg opponent will be so set back by this that he will
be forced to rebuild, leaving you free to tech up or overwhelm him. This build
fares relatively poorly against 3-hatch hydra or Muta/ling, but does fairly
well against Lurker/ling.
Fast
Corsair to DT (sair/DT)
This
is a very difficult build to pull off. Tech straight to Stargate, then build
a Citadel and tech towards Templar. In theory it sounds easy. Corsairs kill
Overlords leaving DTs to roam free. However, DTs are fragile, and you need
to ensure there are no Overlords in the area when you move your DTs in. Once
detected, your DTs will not last long. This works fairly well at any stage
of the game, particularly as a counter to Ultra/ling. Hydra/Lurk can beat
this strategy. Beware of Spore Colonies.
Fast
Templar Archives
This
is a straightforward build, just tech straight to Templar Archives, protecting
your choke with Zealots on Hold Position. If you have scouted a Hydra Den,
research Psi Storm. If you have scouted a Spire, or have no knowledge of his
tech, get an Archon. This build can be stopped by 3-hatch speedling if you
are unable to hold your chokepoint.
Early
Expand
Risky
but potentially very powerful, early expanding PvZ requires a Forge first.
Build a couple of Cannons to cover your expand as well as your choke, and
place structures in such a way that lings take a long route to reach your
choke so Cannons get free hits. Build a Nexus at your natural after the Forge.
Ensure your choke is blocked with Zealots on Hold Position or Probes so Zerglings
can't just run past the Cannons and into your main. This build can be beaten
early by 3-hatch speedling or 3-hatch hydra.
Mutalisks and Zerglings (muta/ling or mutal)
Lurkers and Zerglings (lurk/ling)
Mutalisks and Zerglings (muta/ling or mutal)
Lurkers and Zerglings (lurk/ling)
Mass Hydralisks (mass hydra)
Various players of reputable skill and knowledge have contributed to this guide. Thanks to x[ReaPeR]x, Bill307, Draeger, SillyCat, radar14, collegeBored, FrozenArbiter, Kacas,