

The most beloved ability of the Ghost, however, is the ability to guide a Nuke down to ground zero.

Ghosts can also cloak for limited periods to get around unseen or attack with impunity (unless detected, at which point it's a good idea to run away real fast). This works very well at stopping drops (Lockdown the Dropship and halt the invasion while scrambling for defense) or neutralizing heavy units for easy care or later disposal think Siege Tanks, Battlecruisers or Carriers. Against Protoss and Terran, Lockdown is an indispensable ability: it renders a target mechanical unit totally motionless until Restored by a Medic or until the effect wears off. Instead, you should think of the Ghost more like a support unit or a spellcaster (If you're familiar with WarCraft). Ghosts are useful against small units, as they do ten (base) damage, however, as their attack is concussive, they do pathetic damage to Medium and Large units. The Ghost is an infantry unit that is unlike the Marine and Firebat. It does half damage (8) to medium units like Hydralisks, and a quarter (4) to large units (Siege Tanks, Ultralisks) and buildings.
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The catch is that the Firebat deals Concussion damage - so it only deals full damage to Small units (i.e. The label says '16 damage', but if you take splash damage into account, when attacking multiple Zealots, Zerglings, or multiple anything else the Firebat can survive to get to, it's much more. They do splash damage in a line, which means that not only the individual unit the Firebat is attacking, but any of its buddies nearby take full damage from the Firebat's attack. Like a Marine, a Firebat has to walk to get around, but in lieu of the (relatively) long ranged and minor damage rifle of a Marine, they carry short ranged flamethrowers that can fry anything they can get close to. The Terran Firebat is the closest thing to a melee unit in the Terran arsenal. Ability: Stimpack - unit shoots and runs approximately 1.67 times faster for about 12 seconds.They do a base 6 damage against all armour types (upgradeable to 6+3 = 9), and have zero base armor which is upgradeable to 3. Marines never go out of style: they can do damage to anything, have a ranged attack (so they get 'free hits' against melee units) and can be Stimmed and mixed with Medics.
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The StimPack upgrade is a must have, as with the advent of Medics the increased fire rate (and hence attack damage) and speed is no longer offset by the loss of 10 HP. Training up squads of Marines and mixing in some Medics (the famous M&M combination) works particularly well against Zerg. While weak individually, you can put them in bunkers for protection - Marine-filled bunkers being repaired by SCVs make a very good defense if properly supported. Marines are the basic attack units for the Terrans, and have the distinction of being the only initial unit with a ranged attack against both aerial and ground targets. Note Floats, doesn't trigger Spider Mines. The SCV is arguably the only melee unit in the Terran arsenal.

When collecting Vespene gas, you'll want to assign SCVs until you see one waiting outside at all times. Often, you may need between twelve and twenty per 'average' resource node (Around eight mineral patches). Typically, when mining minerals, you'll want two of these per mineral cluster, so that during the time when one SCV is returning its load, another SCV is working the patch. The "Space Construction Vehicle" is the Terran's basic gatherer/builder unit. However, there is no way they regenerate by themselves. Every combat unit has a ranged attack, and every unit can be healed, either by a medic or SCV. Terran units are special in that all of them except the Goliath and the Valkyrie have a second or special ability besides attacking. That means that each hit from an attack gets some reduction from armor.
