One epic struggle for control of the galaxy, this amazing, smashing game left RTS competitors of Blizzard crying from clinical depression at night. In a galaxy with resources drying up, the Terran Confederacy is looking at there glorious Protoss neighbors, preparing to go to war. Then the Zerg came. The Zerg swept across Terran worlds, ignoring the petty human resistance, and then moved onto Protoss worlds. In an epic battle, these two arch enemies, created by the same race, battled again and again across the faces of many planets, with the Protoss consistantly losing one world after another too the onslaughting Zerg.

Then the Zerg invaded Aiur.

Aiur, the Protoss's homeworld, was unnacceptable too loose. The Protoss and Zerg battled constantly, no corner of Aiur left untouched. From Antioch too the Conclave itself, the powerful and enigmatic Protoss fought the nightmarish Zerg. The Protoss held out at the beginning, but then began falling back. For a moment it looked like the Protoss would lose, with Tassadar schueldued too be executed, the Conclave destroyed, and the Zerg ready to invade. The Dark Templar, however, with the help of the mighty Dragoon Fenix (the Zealot Fenix was slain on the battle fields of Antioch) assassinated three Zerg Cerebrates. This paused the Overmind itself, allowing mighty Tassadar too move in against the Overmind. Protoss forces battled through the superior Zerg numbers, and mighty Tassadar plunged the crippled Gantrithar into the Overmind itself, slaying the vile creature and freeing Aiur.

Accept it didn't.

In Brood Wars, the three devestated sides banded together temporarily too defeat the massive UED (United Earth Directorate) Fleet. The Protoss themselves retreated off the face of the shattered planet Aiur through there one remaining Warp gate to Shakuras, the homeworld of the Dark Templar. The Zerg, split into warring factions, inspiring the name Brood Wars, while the Terran on Terran wars left the entire sector effectively FUBAR (F*cked up beyond all recognition).

The Zerg came out on top, and as the small clashes between these three species and the remainder of the UED force continue, so will there legacy with us. What we have here is unit info and strategies. Thank you. En Taro Adun, Executor!


Zerg: I freely admit it, I am not a Zerg player. Zerg just aren't my species. I prefer highly technologically sophisticated (Protoss and occassionally Terran.) species. The Zerg are by no means ineffective, on the contrary, if you dont fortify and instead mine on BGH in the first 2 mins against a Zerg, if he has any sense at all, he'll kill you. For Zerg, I'd reccomend Guardians/Hydralisk Combo against Terran, using the superior range of the Guardians too knock off any missile defense, with the Overlord/Hydralisk Combo hitting his air, and taking out Siege Tanks. Once that is done, simply move in with 60 Hydralisks. I assure you, unless they have 50 or so bunkers(which they won't) Terran ground units simply can't handle the superior natural abilities of the Zerg, not even with Terran technology (Goliaths) unless it's with air/siege tank support.

Now the 'Toss are the problem. While any experienced Starcraft player will readily admit that the Hydralisk is the single best, (and by best I mean economically efficient, low food requirements, an ability to survive in huge fights, ranged attacks, ability too strike at air, and not being a puny SOB like a marine) that doesn't nessecarily mean that he's the most powerful. Infact, Zealots and Hydralisks are very closely matched. In a battle of 12 on 12, the Zealots will win with 1 or 2 left, each crippled. Take into account DT, Archons, Photon Cannon + air support, ground offernsives, unless you have an overwhelming advantage, aren't effective. An air/ground combo will work, but it will raise your casualties darastically, and in a ladder game you can't have that 'cause it means a loss of pts. So use perhaps 24 Guardians (spread out to prevent psion) with 36 devourers go in. Very effective!

Zerg, and how too defeat the dreaded Protoss assault.

The Protoss have a variety of highly sophisticated weapons in there arsenal. It is truly amazing how quickly newbies or reasonably good Zerg players can be nailed by an expert Protoss player.(Like myself, not too get arrogant or anything.

The first thing that should concern you is the Corsair attack. The Corsairs are light, fast attack fighters. I love them, they fit my style. Now, everyone knows that Corsairs can't attack ground, but this can slow or even stop production of new units for a very long amount of time if it is done correctly... meanwhile, the Toss player's production is operating at 100 percent. A Corsair attack works like this. You send in eight too twelve Corsairs, with upgraded disruption webs. That's enough mana too lay two disruption webs a piece. While the Corsairs fire their weapons at your overlords, (which, with there high rate of fire, the overlords utter lack of armor, and splash damage makes it quite easy to kill them) they will lay disruption webs on any spore colonies you may have and attempt too get between you and another back up facility of spore colonies (which you should also have.) Now, if this player is good, and let's assume that he's really good, he'll upgrade there weapons and he will cut through your overlords long before you get within range of the pocket, and even if you do, they can still lay another disruption web. Besides, two or three spore colonies are not effective against eight Corsairs, at least, not in time. Now, at this time, Corsairs can A: Out fight a Devourer or two, B: Outfight six or so Mutalisks, and C: Can disruption web any ground support. If you have a large airforce, use it. But you probably won't. So here's what I would suggest. You dont care if the Corsairs escape, you just want them out of your base. So instead of trying too cut off there retreat with Hydralisks then slowly closing (which is the worst possible idea because while your closing they'll completely slaughter your overlords, and if the precious Corsairs mean so much too them, they'll simply recall them out), your best option is too immediately attack with Hydralisks. They might try disruption webs, but those aren't effective against mobile units. This will get them out of your base with the loss of perhaps two or three Corsairs, with another one damaged, and with six or seven of your Overlords. Thus, the best way is too not let them in in the first place. Another thing: Dont use scourges on them. Scourges will be shot down long before they get close to Corsairs, and Corsairs are so cheap it wont even matter.