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Terran strats

 by Nigol
3 / 5 starstarstarstarstar ( 1 vote )

These are some Terran strategies that I would like to see tried out:

Mass reapers. Why stop at only a few reapers? 10 reapers will obliterate any base defenses they have, and with the speed upgrade you can avoid most tier 2 units, all while keeping your opponent pinned in his base while you can expand and go to a higher tech.

Abuse of ghost sniping. With the new AI and que it should be really easy to get 5-6 ghosts, maybe walk them or drop them behind a mineral line and take out all the workers. This is much more subtle than a straight nuke and will give your opponent less time to react.

Use ravens like reavers. Get the hunter missile upgrade, plant a turret behind the line, wait for your opponent to move their workers away, kill the grouped up workers with one well timed missile.

Raven/banshee raid. Use point defense drone to protect banshees while they obliterate everything.

Quick 4 Hellion raid. Swapping your first factory out with a barracks that has reactor make 4 hellions and go raid the mineral line (probably more effective in a 2v2 where you could use protoss chrono boost). 3 shots will kill drones and probes, while you have a fourth for added splash damage. When workers move in a line to retreat there is a good possibility of one shotting about 10 of them.

Mass vikings. Would probably need to use this in combo with marauders and medivacs, but vikings seem to do pretty good damage in ground form, and a little micro against ground attackers like roaches, immortals, and marauders could potentially go a long way, and there is also just raiding the economy.

Basically, I feel that there are bunch of terran units that are suitable for economy raids, and feel that terrans should be focused on expanding and base defense while raiding the opponent to keep them bottled up in their own base. Once the terran has a sufficient economic advantage they can then leave their base with a more conventional army to go win the game.

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25 Mar 2010 | Comments (1)

How to counter zerg roach rushing with protoss

 by Alexh
4.8 / 5 starstarstarstarstar ( 4 votes )

       Hey whats up ! As you may know, Zerg Roach Rushing is very popular in the Starcraft 2 beta because Roaches are so strong with their high damage attacks and their ability to regenerate hit-points quickly, not to mention that Zerg can quickly spawn a lot of them early due to the Queens ability to make a lot of extra larva in the early game.

       As this video shows, for Protoss to effectively counter a Roach Rush they should wall the choke-point entrance of their base with Pylons, a Gateway, and Cannons while getting a couple zealots to block the small gap in the wall, and Immortals to stand behind them and shoot over them. Immortals are an effective counter to Roaches. For Terran to counter a Roach Rush, they should wall their entrance with a Barracks, Bunker, and Depo, while building Marines and Marauders. Watch out for Roach Rushes, don’t let them get you. And if you are a Zerg player and you try to Roach Rush someone and they put up a strong wall, don’t try to break it, just keep building your army and don’t let your opponent expand.



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25 Mar 2010 | Comments (1)

How to counter zergling/banelingrush: as terran

3.5 / 5 starstarstarstarstar ( 4 votes )

Still build the choke, but put in one bunker on the larger side of the choke. This will force his banelings to attack the bunker, wasting their damage on a 100 mineral building with 400 HP and since the building is attacking them, they will go for the bunker first rather than your units.

This should repel the initial attack.

Also, going with two factories, one pumping Hellions and one pumping tanks (then use this factory's tech lab to research the +10 damage for Hellion) will completely counter the Banelings + Zerglings.
The hellion will do 22 damage against light units, making them 3-shot banelings and 2-shot zerglings. GG. Then move on to tanks because it's likely the Zerg will go either Hydras or Mutalisk.

And you need to push them as early as possible.

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25 Mar 2010 | Comments (3)
Tags : counter  

Build order: zvt baneling break

 by Seven
4.3 / 5 starstarstarstarstar ( 11 votes )

                    I noticed there hasn't been a guide yet for this. I think it's a really strong build any Zerg should have in their repetoire.  I'm sure many of you have already seen something similar, but here's the breakdown of the build. 

                    Everyone who hasn't played the beta yet can still learn this build and execute it relatively easy (assuming you have previous RTS experience).


Baneling

BUILD ORDER: Baneling break vs Terran

  • 10 Overlord

I really suggest the extractor trick: take your 10th drone when you have about 60 minerals and have it morph an extractor. you should have about 50 minerals when that's done, to make another drone.  Immediately cancel your extractor and put that worker back on mining.

  • 14 Pool
  • 14 Gas, 3 drones on gas immediately as its done
  • 15 Overlord

The second the spawning pool is done, make a queen. Morph your two larva into lings.

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25 Mar 2010 | Comments (3)
Tags : baneling  vs terran  build order  

The nydus network

 by Seven
4.4 / 5 starstarstarstarstar ( 9 votes )

   The Nydus Network

                 Back in SC1, the Nydus canal was frequently used to join up the Zerg's expansions with his main, to quickly deploy defilers/lings to save expansions.  With the introduction of the new Starcraft 2 structure, the Nydus Network, what once was a purely defensive structure, is now a critical offensive building, that too few players exploit.

 


The Nydus Network immediately after Lair

                 The Nydus Network costs costs 150 minerals, 200 gas, and has a build time of 50 seconds: just a few seconds faster than a roach.  The second your lair is finished, a Nydus Network could be built for a bit less than the cost of two hydralisks.  With its ability to pop ANYWHERE you have vision, its almost imperative to get it ASAP. Getting the Nydus network into play as soon as possible has many benefits.

Many players often over commit their Nydus attack.  They would load every unit in their network and do a major "doom drop" in their opponent's main.  This has disastrous consequences (especially vs P.) because it leaves the zerg player open to attack.  It is useful to get into the mindset that the Nydus worm is a great harass tool, and not meant for an all out means to kill your opponent.

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25 Mar 2010 | Comments (3)
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