The SC2Blog team has been having a blast playing the beta over the last two weeks, raking in hundreds of games as well as watching many high-level replays, video commentaries and live streams. After gaining some insight into the workings of the game as it is currently played, we have decided to present you with a few of the commonly used strategies in mid to high level of play for all three races. Since there’s a lot to say, we’ll separate the races into three posts, the first of which is dedicated to StarCraft 2’s psionic, photosynthesizing, warp (ab)using Protoss.

Chronozeal
This strategy dominated the early days of the beta and can still be seen quite often. It is simple to execute, fast to achieve and quite devastating – especially before the Chrono Boost nerf, the 10 point reduction in Zealot shields, and the 30% increase in Gateway build time made it a little less quick and easy. This strategy involves quickly getting 3 gates up while building one assimilator for gas. While constantly pumping out Zealots and Chrono Boosting the gates, a large group of them could be amassed rather quickly. The attack is best timed with the completion of Charge research, which greatly enhances the effectiveness of Zealots. Not only does it become impossible to dance around them, they also surround enemies very quickly since the added distance already attacking Zealots add is negated by the superspeed. The toughness and relatively high attack damage of Zealots make this one of the first winning strategies for the Protoss in the StarCraft 2 beta. Evolutions of this strategy involve adding a Sentry or two, helping the Zealots take less damage from ranged attacks or trapping enemies with the Force Field ability.
Counters:
- Well-defended choke points
- Mass Roach
- Marine and Marauder balls with a couple of Hellions for flavor
Quick Colossus
After players began exploring the game some more, many have found the awesome power of the Colossus to be too good to pass up in just about every match. Soon enough, Protoss players understood that the Colossus literally wipes the floor with just about any ground unit, and so, many now rush to get one out as soon as possible. The most common strategy involves getting a Zealot wall to be used as fodder along with a handful of Stalkers and Sentries, with the Colossus laying back and lasering everything in sight with its huge, sweeping beams of scorching death. The upgrade found in the Robotic Bay is a critical one, increasing the Colossus’ range of attack from 6 to 9. Most players seem to understand that despite its cost (200/200), this upgrade is more important than getting a second Colossus out. Indeed, upgraded Colossi are a mainstay unit for the Protoss: not only are they easy to use effectively, but with a little micro, positioning the Colossus so that the the beams inflict maximum damage or dancing with it up and down cliffs is extremely rewarding.
Counters:
- Immortals, Void Rays
- Banshees, Vikings, carefully handled Marauders with EMP support in the early game
- All Zerg air units
Void rush
The Void Ray is a very unique unit with a distinct Protoss feel. Few tier 2 units in the game can inflict so much damage in such little time, and so it did not take long for Protoss players to abuse the potential of this unit. Requiring only the Cybernetic Core as a prerequisite and the Stargate to manufacture, the first 200/150 Void Ray can be brought to the field very quickly – especially with some help from Chrono Boost. Protoss players would quickly block off the entrance to their base, hopefully prohibiting the enemy from knowing what they’re up to, and then send 2-4 Void Rays to attack their unsuspecting enemy right inside their home.

The usual harassment at this point of the game focuses on the mineral line, but Void Ray rushers do not compromise for such petty means and go straight for the Town Hall. Players who lack any sort of anti-air will lose immediately, while others who can defend will spend the next few minutes losing various units and buildings to hit and run attacks while the Protoss player solidifies his economy and expands. Players who wish to use this strategy must make sure they possess the ability to micromanage these attention-requiring units, which are quite slow and not heavily armored, while also taking the time to take care of their economy and production.
Counters:
- Stalkers with Sentry (Sentries are light and, with Guardian Shield, take little damage from Void Rays)
- Mid-sized Marine groups
- Hydralisks
Dark Templar harassment
Still alive for the most part, and as effective as ever, or more so – now that Overlords are not detectors anymore. StarCraft 2’s Warp-in mechanic allows Dark Templars to be summoned directly to expansions, proxy pylons and to the occasional Warp Prism, hitting where detection is lacking and where the dark ones are least expected. Players lacking detection or an observant eye on the battlefield will take heavy damage before stopping the sneaky, hard-hitting Templar.
Mothership
Before Yo Mommaship got so fat, it was quite the unit to aspire to and get out to the field as soon as possible. Not only did its devastating Vortex ability cost 75 energy units, allowing it to be cast in every battle easily – it was also a fighting beast itself. With 400/400 hp/shields, a powerful, rapid attack that could take down workers (sans SCVs) and Marines in a single shot, a base armor of two, and an insta Town Portal button, the Mothership was often seen patrolling the skies all by itself, looking for prey. What was the risk?
Later in the game, the Mothership carried the entire Protoss army (or just cruised around with an air force) under its cloaking veil, vortexing everything in its path and destroying the remnants. Fortunately for the enemies of the Protoss, the wide range of nerfs to the Mothership have reduced it to something resembling more of a powerful Arbiter than anything else.
Counters:
- Sucked into a Vortex

What is the standard?
If one could point out a “solid” strategy, which does not either over-commit the player to a certain route nor expose him to a hard counter, it would be the standard Gateway/Robotics build.

Zealots, Stalkers and Sentries are all availiable practically from the very beginning, and Immortals coupled with Observers provide the early-mid game Protoss player with enough tools to deal with most normal threats. Healthy scouting and pressure that can be applied via the early attainable army would often counter most cheese tactics and allow the Protoss player to force an end to the game right away or comfortably segue into late-game play.
No more rumors, no more waiting. The StarCraft 2 beta is here, and we’re all downloading it like mad. In a few hours from now, the net will be flooded with all the information, screenshots, and videos we’ve all been waiting for – and a few lucky thousands will be providing them.
Just a couple of hours before the beta was unleashed on the suspecting but unknowing public, the official system requirements page went up on Blizzard’s support page. Only the minimal requirements are up at the moment, and they’re indeed quite minimal. If you’ve purchased a computer with a standard graphics card in the last 5 years, you’ll be just fine.
PC Minimum Requirements:
• Windows XP SP3/Vista SP1/Windows 7
• 2.2 Ghz Pentium IV or equivalent AMD Athlon processor
• 1 GB system RAM/1.5 GB for Vista and Windows 7
• 128 MB NVidia GeForce 6600 GT/ATI Radeon 9800 PRO video card
• 1024×768 minimum display resolution
• 4 GB free hard space (Beta)
• Broadband connection
An attached note informs that these are not final. Also, it mentions that the Mac beta version is not ready yet, but will be available during the beta.
Important note: we’ve been getting reports of many people who have not received any email notification, but have just logged into their Battle.net account and found the following. If you’ve opted-in, don’t wait for a notification!

The 3rd, and best yet, StarCraft 2 Battle Report has been officially released. An epic clash between the Protoss and Zerg on Scrap Yard – a brand new StarCraft 2 map with very distinctive design and terrain features. The game is fast-paced, with the first conflict taking place just two minutes into the game.

David Kim, associate game balance designer, has shown that he can handle the Protoss race just as well after winning the last Battle Report game as the Terran. He shines with the Protoss, handling their forces in an intelligent manner and beautifully micromanages his few units to inflict maximum damage on the Zerg enemy. It’s so good, in fact, that in some points it’s hard to believe the game wasn’t orchestrated in advance.
Consistent with previous Battle Reports, this game also includes the unveiling of a new terrain feature, which was likely introduced due to the fact that Brush wouldn’t fit well on the metallic platforms where the battle at hand takes place.
This brings the list of StarCraft 2 terrain features to:
*Green – Smoke . *Yellow Squares = Starting Spots. *Red = High Yield
The map’s topography puts the opponents very close to each other, separated by a gap of space and a bridge with a destructible rock barrier. Scrapyard’s smoke placement is somewhat similar to the brush placement in Blistering Sands of Battle Report 2, providing enemy forces with a retreat/regroup/ambush option at the very entrance of the main bases’ ramps. The ramps are wider than “normal”, which makes sealing them early on more expensive and complicated.
Battle Highlights:
- Expansion harassment takes its toll on the Zerg player, preventing an early expansion and forcing the Zerg to expand 2 minutes later than planned.
- The Nullifier, recently renamed “Disruptor“, is showcased as a potent defense and trapping tool, easily dealing with Zergling harassment at 6:05, and demonstrating beautiful divide & conquer tactics at 7:25-8:10 to cut the Zerg forces into manageable batches time after time. This unit has been used extensively and skillfully throughout the game, defensively and offensively, and looks to be a great addition to the Protoss arsenal of powerful units which benefit greatly from smart, precise use.
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- A Dark Pylon is seen in “action” near the Protoss main mineral line, enhancing the Probes’ harvest rate. This is a remnant from earlier build, before the Dark Pylon was replaced with the Obelisk.
- Stalkers and Roaches clash around 9:00, with the Protoss micromanaging the Zerg forces into oblivion while continually warping in more and more forces to aid his outnumbered army, eventually chasing the Zerg forces down by blinking into range. The Roaches have also been used well, burrowing in and out of battle to avoid the death blow and quickly regenerate their health.

- David proceeds with some Overlord hunting using his single Phoenix, but the Phoenix’ true value is shown when its Graviton beam renders the Zerg Queen helpless while a Void Ray quickly melts it down at 11:00.
- Banelings deliver a massive blow to the Protoss economy at 12:00, evaporating around a dozen Probes in a second.
- The Protoss, on the counter-attack, decide to cut through the destructible rocks and make a shorter land path to the Zerg base… only to run into more cleverly burrowed Banelings, which quickly obliterate an entire company of bunched up Zealots.
- The Zerg employs its mind-controlling Infestor for the first time at 14:12 to take control of the Protoss Immortal - a portent of things to come.
- Total pwnage ensues at 15:55 when two Neural Parasite controlled Colossi “team up” with a hoard of Zerglings to eradicate a large self-trapped Protoss force.

It’s at that very point of the Zerg’s triumph that the true nature of StarCraft becomes apparent. StarCraft 2 is first of all a macromanagement RTS, and virtually no amount of micromanaging will save a player lagging behind from defeat. The Protoss player has maintained an economic advantage throughout the game and is able to sustain heavy losses for the purpose of distracting his opponent while pressing the offensive on two other fronts, completely obliterating the Zerg’s economy just seconds after losing the major battle by warping forces right into the Zerg’s nearly-defenseless expansions. The Zerg quickly yields with a “gg” as this excellent match comes to an end.
This Battle Report represents StarCraft 2 a lot better than the previous two instances. Both players keep the pressure on each other throughout the match with every available resource, from the first Probe blocking the Zerg’s expansion to the Phoenix/Void Ray combo picking off key Zerg units. It’s very apparent that the Blizzard players have had a while to work on their game and have reached the point where they’re proficient with both the tactical and strategic aspects of it. No unit goes to waste and every ability is used to maximum utility, from the Stalkers’ Blink to the Disruptors’ well-placed Force Fields.
Disruptors are definitely the surprise of this game, being built and magnificently used by the Protoss player before any other unit, replacing the Zealot in its traditional role as the Protoss’ first offensive unit. However, this does not mean that Disruptors are now required to play an effective Protoss game – both Zealots and Stalkers could easily be used alone or together in their stead to produce a viable early-game strategy.
With all signs pointing to the beta starting in the very near future, this Battle Report is great for exhibiting how far StarCraft 2 has already come. It shows that the game features all the strengths that made StarCraft 1 a masterpiece – and then adds some more into the mix.
Watch:
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The second installment of the StarCraft 2 Battle Report series delivered. With both players being “StarCraft II team’s associate game balance designers“, there was little time wasted on figuring things out and both proceeded to pound each other aggressively throughout the game.

Just like the first Battle Report, the map chosen for this match also includes plenty of novelties which weren’t part of StarCraft I’s terrain:
The brand new Brush terrain acts as a line-of-sight barrier; an artificial cliff on plain ground. There are a few obvious usages for it:
- Retreating units to find cover from ranged pursuers.
- Approaching long-range heavy hitters without taking damage.
- Ambushing with either Melee or Ranged units – without scouting, units can easily wander into a close range trap.
*Green – Brush. *Yellow Squares = Starting Spots. *Yellow Circles = Natural Expansions. *Red = High Yield
Blistering Sands includes Brush on top of the second access ramp to the players’ bases, providing a secondary line of defense in case the ramp gets overtaken. Next to each ramp there is another Brush, which is used as a retreating path for attackers. The Zerg player puts it to good use at [8:41] to lose the pursuing Terran Reapers.
The game includes active use of the recently introduced Macro “Buffs” – and indeed, these are no longer chores but decisions made by players to alter their production and resource gathering rates. The Zerg Queens spawns additional larva at [5:13] to initiate a counter attack against the early Terran offensive, and the Terran puts the Mules to good use in his new expansion at [19:50].
The Battle includes several interesting battles, which shed a lot of light on the Terran’s new best friend – Splash Damage. We’ve mentioned before how the Terran appear to have a lot of Area of Effect attacks “on paper” … well, this match showcases this nicely, without even featuring any ground vehicles.
The Reaper’s Detonation Charges coupled with Banelings cause a mutual annihilation of armies at [10:25], a Nighthawk self-destructs on Banelings in what was confirmed to be a Hunter Seeker Missile mishap at [14:50], and Zerg dancing ensues when the Terran goes missile-happy at [18:30].
The Zerg got a chance to showcase many of their new abilities, with Banelings receiving plenty of air time throughout the whole game. With infantry receiving NO HEALING, the Banelings’ splash and the regenerating Roaches usually had the upper hand on the Terran M&M (that’s Marauders and Marines now), which later managed to push the Zerg back only with the help of some Aerial support.
Notable features, changes and abilities in this Battle Report include:
- Infestors can spawn Infested Terrans (ranged Infantry unit), no infestation needed. Appear to pop out in groups of five.
- Burrowing does not save you from Hunter-Seeker Missiles.
- Each Marauder takes up two out of four slots when placed inside a bunker. [13:31]
- Zerg Banelings don’t roll, but walk into targets.
- The Zerg’s defensive structure, the Spine Crawler, has relatively fast movement speed, but long burrow-setup time [7:15]
- Terran Mules insta-mine crystals, and emerge from drop-pods ralatively quickly when called for.
- The Zerg Hydralisk appears to have a Melee attack now, and one is clearly seen here clawing away at a Terran Auto-Turret.
The map’s new qualities play an important and integral role throughout the match. Many battles are waged around the Xel’Naga watch towers as units tend to gravitate towards it to receive the benefit of its sight range. The Zerg player put constant pressure on the Terran’s secondary choke point in order to take out the barrier blocking the path leading directly into his base. The Brush was used effectively as a cut off point on open terrain and created another position of interest on the map that a skillful player could exploit.
Collectively, the new terrain features have a great impact on the way the game is played. Every map now comes with a well defined selection of key points which grant certain units and races an advantage by default. It will be interesting to see if Blizzard decides to introduce additional terrain features in the future, to take the game even further in this direction.
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