Starcraft vs Warcraft – Which one should you play?

There are many opinions of that topic. I will present to you mine while trying to be as factual as possible. So let’s start right away.

Why I think Warcraft is better

Let’s start with the singleplayer game: Warcraft 3 is longer than SC2. The campaign (WC3) offers a story that can’t be surpassed in depth, just look at WoW, it’s all based on Warcraft 3.

The gameplay offered a lot of innovations for that time and is not so innovative today, but the perfect execution on the part of Blizzards is. unmatched in the genre. SC2 and WC3 differ fundamentally here, because in WC3 a good portion of RPG has been added to the standard RTS stuff. I.e.: There are special units, so-called “heroes”. These can gain experience over time and thus rise in level, becoming stronger and sometimes gaining completely new abilities (SC2 has nothing comparable).

Heroes and normal units also have inventories. On the cards there are shops where you can equip your heroes, whose number is limited to 3 per round.

Then there’s the genre-standard “base building”, each with its own units, heroes, buildings and upgrades. The MP is based on the incomparable SP and even provides a map editor with which the community can create its own content. Beside standard rankings 1on1s/2on2s/etc. there are also so called player-created “Funmaps”, through which the real longevity of this game comes.

These last from 15 minutes up to 8 hours per round, it often seems as if you are no longer in an RTS, the map editor gives you a lot of freedom, the genre boundaries are often crossed there.

Of course I can’t describe here every detail that makes WC3 a better game, but the playful depth of the gameplay, the lore technical depth and epic of the story and the settings in combination with the possibility to create an infinite number of new and unique maps/gamemodes/content by the community makes this game NR.1. SC2 has some similarities, but never a similar depth.

Oh yes: I see the graphics as timeless, like WoW. But generally pay attention to the graphics as the last thing in games, unless the gameplay depends on it.

Whats nice about Starcraft

In terms of multiplayer technology, Sc2 gives you a range of possibilities. Either you play normally against other players (unrated 1v1 2v2 3v3 4v4) or rated (ranking system). Then you can play against the K.I. with different levels of difficulty. Then you have the arcade system which is 99% funmaps like Tower Defenses or Survival games built by the Comminity and very well visited.

But in the end, I would recommend, you play both. They are both incredibly cheap now and available as a remastered version. So you really cannot go wrong with any of the games.

Starcraft 1 vs 2: Which one is better?

Which game is better, depends on who you ask. Starcraft 1 vs 2 has been a discussion that got sizzling hot again after the release of Starcraft remastered. Today we want to point out the biggest differences when it comes to Starcraft 1 and Starcraft 2.

1. Starcraft 2 is more user-friendly

For those (who like me) who know and love SC1 as much as it is, it’s sometimes hard to play against opponents who don’t have the fun of the game and just want to win and memorize all sorts of quick selection keys and sometimes play their game on pure mass production. It’s no fun, of course, but it brings victory. In SC2 it is of course much easier to produce a lot of units quickly and easily – you don’t know this from SC1.

2. Starcraft 2 is different, not slower or quicker

SC2 isn’t faster or slower, by the way, only slightly different. With more control and the new macro system there is more mass on the road, that’s true. And these have to be controlled again which causes more hectic, but you should know this from Broodwar times anyway only with the difference that you have (better) possibilities to master them. The HotKeyGridSystem is for me by the way the purest revelation. Finally I don’t have to bring my mouse hand to the keyboard anymore but can do everything with my left hand.

3. More Micromanagemt in Starcraft 2

Already in the first Starcraft you had to click a lot, because the special weapons of the units played a central role.

Starcraft 2 intensifies this micromanagement even further, professionals with fast click fingers have an advantage. For example, when they block a bottleneck with the force fields of the protoss protectors. Or when they distract the enemy with the instant turrets of the Terran Raven plane.

It’s also more worth targeting specific enemies with certain units because they do a lot of damage to them. The Immortals of the Protoss, for example, can perforate armored units in an instant, so they should preferably target Siege Tanks, Ultralisks, etc.. Terran avengers in turn make short work of infantry. In the turmoil of battle, this target selection also generates a lot of micromanagement.

4. Additional Ressources

Although you’ll still be harvesting crystals and Vespin gas in Starcraft 2, Blizzard has slightly reworked the raw materials system. Each faction now starts with six workers, two more than in the first Starcraft. That’s a good thing, because you need the extra manpower.

Because at every base location two Vespin geysers are now steaming, which you should also equip with refineries. Your workers only harvest four units of gas per “delivery”, so you need more production capacity.

When a deposit is depleted, the refinery closes – unlike in the first Starcraft, where you could still draw tiny amounts of gas from empty geysers. This forces the players to expand, especially as they need more gas for advanced troops than in the predecessor. Crystals are now available in two color variants: the (normal) blue and the new yellow. Yellow crystal occurrences are more productive, but also very rare and accordingly fought over. Longer batches lead to regular battles for the yellow deposits – another interesting innovation.

5. More interaction with environment

In Starcraft 2, you have more interaction with the maps themselves. For example there are rock formations you can destroy and by that create new paths to the enemies base. Or you conquer observatories which are neutral buildings that uncover the fog of war around it. There are also plants and such which can cover your sight on the map and thus can be strategically used by the player.

Hot to get better at Starcraft 2

For the pro-gamer, experience is clearly the guarantee of success: “If you are strategically superior to your opponent and a few moves ahead, you usually end up the winner.” Here are his 5 professional tips for ambitious Starcraft II players.

Macro > Micro

Macro: Economy Management
Micro: Unit Management in Fights

Unfortunately Starcraft II is very macro heavy for some reasons. Although you can win some fights with better micro, it is always better to have a good production in the long run. Only enter a fight if you are sure that it will go well for both parties and take care of the production as soon as possible. What your opponent does well in battle you have caught up in the meantime long ago through production.

To stay on the ball, it is important to adjust your playing style regularly. Often these little things can decide victory and defeat. I lost many matches by unnecessary clicking and therefore got used to using camera hotkeys, which made my game much faster. If you don’t like the standard shortcuts, don’t hesitate to change them and get used to them. For example, I put the Immortal (I) on (R) very soon, because the key was too far away from the others.

The right hardware also plays an important role. Your mouse should be handy and not have too many keys (I have two side keys which I use as camera hotkeys). To improve the precision of keystrokes, it is best to use a mechanical keyboard with enough space between the individual keys. After I had exchanged my Stone Age equipment for professional products, I was able to recognize progress in the game after a short time.

5 Important Tipps to get better at Starcraft 2

The five most important rules are to build a functioning economy and use it effectively. The more efficient your economy is, the more superior you will be to your opponent, as you will have more units at your disposal. You win the War of Resources.

1. always builds work units

You will need many WBFs, probes or larvae during the course of the game. Therefore, never stop reproducing these important units. Better have a few workers too many than too few. The Zerg have some advantage here, but Terrans and Protoss should produce workers permanently. With the help of the waypoint you can send them immediately to the ores or to a gas deposit so that they start working immediately. First click on your main building and then on the occurrence with the right mouse button.

Ctrl the main building with a number on a hotkey. In battle you can use the hotkey to reach the building and use the standard hotkeys to re-produce workers.

2. build enough supply buildings to avoid waiting times

Constantly build more supply depots, pylons or overlords in advance so that your production queue doesn’t come to a standstill. You should never get the message in the game that more supply buildings need to be built to continue production. As a rule of thumb, you should build a new supply building in the early stages of the game if you still have three units free up to the limit. In the later course of the game you should rather rebuild or even build several in advance.

3. never accumulate greater resources

It is best to spend ore and gas immediately if you take them to avoid getting a unit disadvantage. Resources in your camp do nothing at all, but instead they could be combat units on the field or an expansion. Always remember to rebuild units throughout the game. Use hotkeys to do this and let replica units join your forces directly. If you have enough resources and can produce several units, it is better to build more production buildings to be able to build units in parallel.

Do not use the apparently useful production chains and do not put several units into production. The resources will be deducted immediately, but you will get the units later. This is almost as bad as the accumulation of resources in the camp. Build several production buildings to build several units at the same time.

4. don’t put too many resources into stationary defense

Especially beginners make the mistake to put all resources into the defense of the base by bunkers, photon cannons, rocket towers etc.. This certainly increases your defensive strength, but the units are immovable and can therefore only be used for defensive purposes. This can still work against the AI, but human opponents will only smile tiredly and counter you. Your opponent lets you unravel in peace, but in return gains total control over the entire map. A disadvantage that you can hardly make up for. This will ultimately ensure that you will hardly lose at the beginning of the game, but in the end you will definitely lose out.

Bunkers seem to be the exception, as you can tear them down later and get the resource back. But you lose resources at the start, which you could put into another barracks or an early factory.

5. scout early and thoroughly

Send a worker to the enemy base very early (at 8-12 supply). Make sure he lives long. This will give you an early idea of what your opponent is planning. Enlightenment is important, because you should not stubbornly stick to a strategy, but better adjust to your opponent.

6. work on your weaknesses

One of the main tipps of pro players is to always work on your weaknesses. So you should try and play against the kind of players which you tend to lose against. If you notice you have a weakness against Protoss, you should play against Protoss more etc. There are many tricks you can learn from experienced players in forums to help you out, if you are stuck. Use the advice in your next match and encorporate the wisdom of others in your game.

Starcraft 2 Legacy of the Void: New Units

As a big final package of the Starcraft 2 saga not only the history of the Protoss is examined more exactly, the interface is revised, new game modes are added or the story of all three factions is told to the end, there are also new units for all three factions. Terrans, Zerg and Protoss will each receive two new units, which will bring a breath of fresh air to the multiplayer games.

In the beta phase the new fighters could be put through their paces and even co-developed by the test players. So over the good half year of the beta a lot has been done to balance the new units – new abilities have been tested and sometimes discarded, weak units have been polished up, the superior ones have been trimmed down a bit. Below we take a closer look at the final versions of the new Legacy of the Void units and reveal all the data worth knowing.

Adept (Protoss)

Adepts are the new remote fighters of the Protoss and can be manufactured in the warp knot. With their “mighty Gleven cannons” they don’t reach air units, and on the ground they are also… let’s say “special”. In early combat, adepts can hold their own very well as long as they compete against light units. With a fire rate of 1.61, they are not fast, but they have a decent range (4) and their basic damage is more than doubled against light units (from ten damage points to 23). The peculiarity of an adept’s attack is a deadly shock wave that is triggered when an enemy unit dies as a result of the attack. In this case, the damage jumps to two more units nearby. So they are extremely strong in the fight against hordes of light units like Marines, Zerglings, Workers, etc..

Adepts count themselves among the light units. While they were relatively well equipped at the beginning of the beta, it now looks somewhat different due to game balance updates. Meanwhile, adepts only come with a standard value of 60 life points and 60 tortoiseshell points. For light units this is still enough, but anything else adepts can easily counter (which is due to the low damage against units with armor rather than the low hit points).

The special ability of the adept is the “Psi-Transfer”. The adept creates a blue transparent image of himself, which is visible to all players but not attackable. The image itself cannot attack either, but can only command places. It can be moved through other units, but is blocked by buildings or force fields. Independent of the image, the adept can continue to act consistently. After a few seconds, however, the psi transfer ends and the adept teleports to the last position of his image, which disappears at the same time.

The basic idea for the purpose of the adept is relatively clear: As an early Harass unit he should uncover the base of the opponent and stick annoyingly to the cheek of his workers. In the case of opponents without blockades by force fields or building walls, it is almost impossible to prevent an adept from exploring the entire base and penetrating to the workers. If the opponent’s expansion base is also near his main base, you can easily run back and forth with the adepts and bring the enemy into great distress.

Disruptor (Protoss)

Disruptors are a kind of ground siege weapon manufactured in the robot factory. The spherical appearance (“rum ball”) and its function are a hotly debated topic in the forums – the latter not completely wrongly. Disruptors have no automatic attacks and only one ability: the Psi-Nova. When this is activated, the disruptor changes to its invulnerable energy form and, after a short time, triggers an explosion that causes massive surface damage and additional shield damage in its surroundings. The Disruptor is a rolling bomb, so to speak, that is extremely effective against hordes of weak units such as workers and densely built-up areas.

The problem with the whole explosion thing is: If you don’t pay attention, you’ll quickly send your own units to the other side, because like almost all siege units, the “Rumkugel” also causes strong friendly fire. The only exception are other disruptors. If you are always aware of this and combine the bomb with other Protoss abilities, they can reach their full potential. For example, enemy units with time curvature can be trapped or slowed by the mothership or the oracles’ new stasis trap so that they cannot escape the bombs.

Furthermore, the disruptors can now be transported behind enemy lines with the Warpprisma. The balls are also suitable for defense. If your base is besieged by the new Zerg Sneakers or hordes of Cockroach/Hydralisks try to force their way into the base, it’s a found food for a few Disruptors.

Cyclone (Terran)

The cyclone was one of the strongest units in the beta. In the meantime, the drone produced in the factory has had to leave a few springs, but good micro-management can still make it very dangerous. With its rocket launchers, the cyclone reaches both individual ground and air units and causes considerable damage, especially to strong units such as Immortals, Ultralisks and Thors. It is quite fast on the way and has a large range. Its greatest strength, however, is its ability to target.

If a cyclone approaches an enemy, it can target it and fire rockets (400 damage) over a period of 14 seconds. Once the target has been captured, the cyclone or enemy can move freely over a greater distance than the normal range of the cyclone’s weapon without the fire stopping. Only when the target leaves the range of the cyclone does the attack stop early. Although the 200 health drone is well equipped, it can be easily killed with the right units (fast units like Speedlings or teleport units like Hetzer). In addition, the kite tactics hardly work in larger troops.

Falcon (Terran)

The Falcon is the second new Terran unit. The medium-sized battleship is produced in the space port and with its two modes is supposed to take over the air defence as well as support the ground attack. In Battle Mode, the Falcon uses its twin Rocket Launcher, which deals proper area damage to hordes of flight units.

Alternatively, the falcon can also be placed in siege mode and then used as a heavy artillery platform that cannot directly attack ground units. Instead, the falcon can target a limited area over a long distance with its heavy anti-ground cannon to deal devastating damage to any unit entering the area. Even heavily armored units are not safe.

The advantage of the falcon is its versatility: air defense, ground combat support, siege and thanks to good speed also useful for disturbance manoeuvres (e.g. attack the enemy work line from behind). Unfortunately the falcon is quite expensive and can be blown out of the sky with the right anti-air units – especially heavy air units like porters or battle cruisers. Even worse are the fast anti-air ground troops that bypass the area of the barrage fire or the new Zerg devastators.

Devastator (Zerg)

This new long-range unit of the Zerg is morphed from cockroaches and can only attack medium-range ground units with its standard plasma attacks. In addition, however, the devastator still has the ability “Corrosive Bile”, which functions like a kind of mortar bombardment. A projectile is fired in a parabolic arc over a large distance (9, with upgrade 13) to the target, which on impact deals 60 damage to all units – even air units – in a small area. The Corrosive Bile is particularly effective on the new Terran Falcons when they are in Siege mode, or on Protoss force fields that are currently destroyed.

Disadvantage of the projectile: It flies quite slowly (2.5 seconds to impact), so only inactive, immobilized or very slow units, workers (always moving in the same area) and of course buildings as well as Protoss force fields can be used as targets. In addition, the Verheerer itself is quite slow on the road, with 120 life points not particularly resilient and, on top of that, not exactly cheap. Without a protective escort, the Devil can be quickly killed by powerful units such as Marauders.

Lurker (Zerg)

Some players from SC1 will surely know the lurker – now he is back. It is morphed like before from hydralisks and serves primarily again as a ground siege unit. Apart from that, it is also ideal for ambushes, blockades on ramps and bottlenecks as well as for fighting many ground units. As a rule, lurkers cannot attack the surface. They’ll have to dig themselves in first. Once this has happened, they inflict devastating surface damage over very great distances with their cascade-like spiked salvos.

The greatest strength of the lurkers is their enormous range, which surpasses that of almost all other units and defensive buildings in the game. The disadvantages are similar to SC1: long construction times, high costs, units can evade the spiky salvo, flight units have nothing to fear and Terrans can easily move their units with Medivacs over lurkers. In addition, lurkers are vulnerable to other siege weapons such as the new Protoss Disruptors or Terran Siege Tanks.

Starcraft 2 Terran Strategy

Choosing the right initial strategy is one of the most difficult decisions to make at the beginning of any multiplayer match, especially for StarCraft 2 novices. How long should I as a Terran build WBFs, when should I build the first barracks, when should I send which troops first and what should my defense look like?

Standard Terran Opener

The standard opener for Terrans is to first wall up your base ramp (wall-in) and then rush up three barracks. This has the advantage that you will quickly have a huge amount of troops ready and may thus overrun the enemy early.

You start your build order at 10 WBFs and first build a supply depot at the top of your Base Access. Directly next to it you place the first barracks, in order to make then with another depot the entrance completely closed.

On some maps you may need to build more depots to really close any gaps. Your opponent won’t have a chance to get to your base quickly, because he has to destroy the buildings first.

If you want to get your troops through this is no problem, because you can sink any depot manually into the ground.

As soon as your units have passed the wall, you raise the building again and the barrier is sealed again. You build the first refinery and send one of the helpers on an exploratory tour shortly afterwards.

Use the robot to search for your opponent and try to identify his strategy in order to adjust yours if necessary.

Meanwhile produce a space navy in your first barracks and put it right behind your wall. If the first enemy troops encounter you, you can at least pester them with one Marine.

At the same time, you are converting your base into a satellite center so that you can use the scanner search to graze the map for your challenger and request M.U.L.E.s to help you mine resources.

In addition, your barracks #1 will expand with a tech lab to produce marauders.

If your supply count stands at 18, you build the second barracks and manufacture in the first marauders. Meanwhile, one of your WBFs is building permanent supply depots.

To the sides of your base to expand your field of vision. Even if you should have enough space for more units at this time, this is still an important step, because you will soon be producing troops in masses.

Because at Supply Count 20 you are already building barracks #3 and supplying barracks #2 with a reactor. This ensures that from now on two units are spat out at the same time. Which doesn’t mean you get two Marines for the price of one – they just leave the building in a double pack.

Two Marines in 25 seconds instead of 50.

Last but not least, equip Barracks #3 with a tech lab to hire more marauders, build a second refinery and research stimpacks in the tech lab.

As soon as your first Marauder leaves Barracks #3, you gather your troops and march towards your enemies.

Supply Count Overview

10 Supply depot

12 Barracks #1

14 Supply depot (wall-in complete. Remember that each card is different and that one depot may not be enough to complete your wall.)

15 Refinery

16 Scout (Send a WBF on a reconnaissance tour.)

17 Marine

17 Satellite Centre

17 Tech Barracks Laboratory #1

17 Supply Depot

18 Barracks #2

18 Marauder

20 Barracks #3

20 Supply Depot

24 Reactor for Barracks #2

26 Supply Depot Turns off a WBF to permanently construct more supply depots.

27 Tech-Lab for Barracks #3 Now permanently produces 2 Marines and 2 Marauders in your barracks.

35 Refinery #2 Send your troops out as soon as the first Marauder leaves your third barracks.

45 Stimpacks in the Tech Lab Explore.

Permanently commissions more units.

General Tipps und Tricks

  • Buildings must produce. I.e. units should always be built as far as possible, as long as materials are not saved for something special. A particularly seamless production of WBFs is very important here, especially at the beginning. So build supply depots here in time so you don’t get to the supply cap.
  • Although a surplus of raw materials looks good, it is a sign of poor micromanagement. Whoever has 2000 minerals and Vespin on the edge, but does not use them to build something meaningful, is to blame. Try to keep the supply at 300-500 units by producing more and more or start upgrading. If that still isn’t enough to burn your resources, build more production facilities.
  • Scout, scout and scout again. This includes securing your own flanks with depots, WBFs or sensor towers so you won’t be badly surprised by the sides.
  • Against Zergs it is recommended to build in as a Terran first, because the Zerg Rush is a bit faster than the Terran Rush. 2 depots and a barracks usually close the stairs in the 1vs1 cards and leave the Zerg first at the entrance. In that time, your marines will be ready to scare the Zerglings away. Repairs the attacked buildings with the WBFs.

Starcraft 2 Protoss Strategy

Terrans rely on bricklaying their base and the rapid production of barracks. But what is the standard strategy for Protoss? Does it make sense to set the same priorities or is another tactic appropriate? We’ll take a closer look at the classic Protoss opening move and explain step by step what you need to consider.

For all those who like to lose track when building their units, there is of course also a clear technology tree for the Protoss.

General Strategy

The Protoss have the most advanced technology of the three breeds: The shields provide practically double so many hitpoints against comparable Zerg and Terran troops. Automatic recharge of the shields happens much faster than the natural regeneration of the zergs. Note, however, that Shields always take full damage regardless of unit size and damage type of enemy weapons.

In addition to the usual three armour upgrades, you can also upgrade the shields by three more upgrades. Their troops, however, benefit only half – in contrast to the buildings – from this. Wait, therefore with these upgrades until you really don’t know where to put your resources. The disadvantages of Protoss are the high manufacturing costs and the long production times. Therefore, avoid using unnecessary units or buildings.

  1. at the beginning of the game a good defence is essential for survival. You’ll only have a few mobile units so that you should set up photon guns as early as possible.
  2. set up two or three shield batteries next to it. In the event of an attack, you may send your units to the photon guns and thus profit from the shield batteries.
  3. produce Berserker exclusively at first. Dragoons are more expensive than photon cannons and fire slower – do without this type of unit at the beginning.
  4. set up a second and possibly third warp node to form troops faster
    can. This later also applies to the robot factory and space portal.
  5. then build cybernetic core and the citadel of Adun. Value the speed
    the Berserker and the range of the Dragoner. Now you can also start with the production of Begin Dragonern.
  6. you then have the choice to continue with Templers/Archons, Scouts/Trailers or Robbers/Shuttles. If you have to resist strong attacks, you should first bet on Templars. The PSI Storm can be used excellently for basic defense as it does not damage your buildings. Archons in conjunction with shield batteries are the best defensive troops ever.
  7. If there’s no acute danger, you’ll want to expand the Air Force. Scouts are very slow in their production (only carriers and arbiter need much more time), but the comparable Zerg- and Terran units far superior. It is essential that you increase the speed here, in order to be able to to draw level with opponents in this trait.
  8. robbers are a good option only in combination with shuttles because of their slowness. Wait a minute with the production until you have gained clarity about the stage of your opponents hallucinations (especially of scouts and porters) are an excellent tactical tool for Misleading your opponents. First use scout hallucinations as spotting scouts. Mix them then among their own troops to deflect enemy fire. Notice that carrier hallucinations do not include the Interceptors – without neighboring “real” carriers, they will be immediately called such recognized. Hallucinations don’t do damage themselves, take double damage. They destroy themselves after some time. But they are – unlike camouflaged units – also of Detectors not detectable.
  9. use hallucinations from arbiters for fake attacks on the enemy base, while your “true” troops from a completely different side. Remove fire from your troop transporters as you bring units into the heart of the enemy base.
  10. set up photon guns at strategic locations (e.g. in front of the enemy base), and
    Shield batteries. Your troops can retreat to these places to recharge their shields.
  11. when you build a new base, you can usually do this with a probe that can simultaneously was built. Do not save here with photon guns and shield batteries.
  12. post an arbiter at a central position in each of your bases, which can be recalled to I can teleport reinforcements in a matter of seconds. So you can even with a numerically small but powerful force to defend multiple bases.

Against Terran

1. Terraner und Protoss besitzen recht ähnliche Einheiten. Die Protoss-Typen sind denen der Terraner durchgängig überlegen, allerdings sind sie wegen der größeren Kosten und Produktionszeit in einer direkten Konfrontation meistens in der Unterzahl.

2. Einen ersten Ansturm der terranischen Infanterie können Sie wie einen Zerg-Angriff in der Regel mit Berserkern gut abwehren.

3. Achten Sie auf Spinnenminen vor Ihrer Basis. Wenn Sie sie erkennen, können sie durch Sonden leicht zerstört werden. Sie können auch Halluzinationen als Auslöser verwenden. Durch Archons werden keine Minen ausgelöst.

4. Setzen Sie den terranischen Panzern Ihre Räuber entgegen. In Verbindung mit Shuttles können die Räuber den Geschwindigkeitsnachteil ausgleichen.

The Four Gate Rush

This strategy is all about the rapid development of Warptor technology. Build a cybernetic core to immediately explore Warptor technology for 50 minerals and 50 gas. The conversion only takes ten seconds and gives you an unbeatable advantage over your opponent. Because now you can warp new units to any point on the map. However, a pylon or warpprisma built by you must be in the vicinity. After three seconds your selected unit will appear on the spot. Note, however, that it can be attacked and thus destroyed during this process.

Protoss Four Gate Strategy

The warp technology makes it advisable to place your pylons in close proximity to your enemy. But outside his field of vision. So you can unload your units directly in front of him and don’t have to travel all over the map. Also make sure that you keep your opponent from scouting, as you don’t want them to know about your four-gate strategy under any circumstances. So if one of his units is near your base, destroy it immediately.

The first few steps, as always, are to produce as many probes as possible to strengthen your economy. Here it is recommended to use the Protoss property Time Loop (Chrono Boost also called CB for short). This ability, available from the start, allows you to speed up production in a building for 20 seconds. This can increase unit production by 50 percent and research into upgrades by as much as 100 percent. The player has the option to use this ability in different locations. In this way he can accelerate the production of probes or combat units, or even explore critical upgrades more quickly. The time loop costs no minerals or gas, only 25 energy. This in turn regenerates itself over time.

Similar to Terran tactics, you place your first buildings, a pylon, the first warp node, and the cybernetic core on the base ramp so that you block access. After all, under no circumstances should your opponent know that you are building three more warp nodes in your base.

The advantages of this build are clearly in the surprise strategy against Zerg players who rely on a fast expansion. They have little defense just in the initial phase and are a found food for protoss with the Four Gate tactic. You can also quickly destroy the Terran building walls with the early warped stalkers and thus gain access to their base.

Basically the rule of thumb is: Zerg -> Berserker manufacture | Terraner -> Hetzer manufacture. However, if your Zerg opponent uses Roaches, your production will switch to Roaches. Some protectors (sentries) are also recommended to block cockroaches with force fields. A good mixture of your troops is therefore advisable.
build order

9 Pylon #1
10 Probe x 2 (with time loop)
11 Warp knot #1 (Build at 150 minerals. This could also be the case before 12.)
12 Probe x 2 (with time loop)
13 Assimilator #1 (Send three probes to the assimilator immediately.)
16 Pylon #2
Make 16 Berserkers if you play against Zerg. If not, save your resources for agitators.
18 Cybernetics core (Uses at least two time loops to speed up the construction of the core, and then to explore Warptor technology as quickly as possible after completion.)
18/19 Assimilator #2

As of Supply Count 20, the numbers are only intended as a rough guide. Your actual build order may differ, as you are no longer in the early stages of the game.

19/20 agitator (for Terran or Protoss opponent) / berserk (for Zerg opponent)
22 Warp knot #2
23 Warp nodes #3 and #4
24/25 Pylon #3
26 Warptor technology complete. Now transform your warp nodes into warptore and build pylons #4 and #5.
26+ Warp your first troop consisting of four units (protector, berserk, 2 x agitator) to the enemy. Continues to produce a good mix of units. Don’t build too many protectors, three will do.

StarCraft vs Warhammer: Which Game is Better?

Among Sci-Fi enthusiasts there is always the debate which game, which universe is better. StarCraft or Warhammer?

StarCraft vs Warhammer is all about comparing the two games from the perspective of real-time strategists. This is exactly what we want to do today in this article.


StarCraft is a real-time strategy game developed by Blizzard Entertainment and released in 1998. In the same year, the only official expansion StarCraft: Brood War was released, which continues the history of the basic game and includes new game content.

In the year 2000, the game including the expansion of Mass Media and Nintendo was implemented for the games platform Nintendo 64. With more than 9.5 million copies sold in August 2007, StarCraft was the best-selling real-time strategy game.

StarCraft II, the sequel to StarCraft, was announced by Blizzard Entertainment in South Korea on May 19, 2007. Unlike StarCraft, StarCraft II is a computer game trilogy. The trilogy consists of the three titles Wings of Liberty, Heart of the Swarm and Legacy of the Void. Wings of Liberty was released on 27 July 2010, Heart of the Swarm on 12 March 2013 and Legacy of the Void on 10 November 2015.

Blizzard has strongly aligned the StarCraft races with the Space Marines, Tyranids, and Eldar races developed by Games Workshop for the Warhammer 40,000 universe, and has adopted some of them with only a few modifications.

The player plays successively with all three races missionary through the background story. The order of the campaigns in the original game is Terran-Zerg-Protoss, in the expansion (Brood War) the order is Protoss-Terran-Zerg.

In multiplayer mode, up to eight players can compete via a network or the Internet (, Blizzard’s free service).


Warhammer 40.000 (also Warhammer 40,000, Warhammer 40k, WH40k or just 40k) is a tabletop game from Games Workshop. It takes place in a dystopian future, in which mankind and numerous other species fight for supremacy and survival in the universe and for reaching countless planets up to the conquest of whole systems.

Warhammer 40,000 is the science fiction version of the game Warhammer Fantasy Battles, but does not play in the future of the Warhammer world depicted there, but in the future of reality, i.e. in the 41st millennium after Christ’s birth.

The species in Warhammer 40,000 are nevertheless mostly variations of the Warhammer Fantasy races, which may be explained by the fact that Games Workshop initially worked on a connection between the two game universes, but then discarded it altogether.

Dawn of War III is a real-time strategy game for Windows, Mac OS and Linux set in the Warhammer 40,000 universe. Like the two predecessors, the game was developed by Relic Entertainment. The game was released by the Japanese publisher Sega, who released the game on April 27, 2017. It is the successor of Dawn of War II from 2009.

The single player campaign consists of 16 consecutive missions in which the player regularly switches between the three races (Space Marines, Eldar, Orcs) and their points of view. All three races are looking for a mighty artifact of the Eldar, the Spear of Khaine.

The three races of the game (Space Marines, Eldar, Orcs) are given to the player alternately during the single player campaign. In the missions, the third series part, similar to the first part, relies on the usual conventions of real-time strategy with basic construction, unit production and resource conquest.

Spread across the map, the player must capture Control Points to generate Requirement Points and Energy. These are required for the expansion of the troops. But also powerful hero units play a role, like in the predecessor Dawn of War II.

A new resource is the Elite Points, which are automatically generated over time during the single player campaign. They are used to request elite units and super skills. Locally built shield generators protect the troops from remote attacks, camouflage fields help to hide them from the enemy’s eyes.

Which Game Is Better?

If you compare the current versions of the game, Starcraft is clearly ahead. In 2010, Starcraft 2 created a worthy successor to Blizzard’s real-time strategy cracker. Warhammer 40k: Dawn of War 3 was good, but could not completely convince the fans.

The game mechanics of Starcraft 2 are much closer to the classic real-time strategy with base building and stone-scissors-paper principle, while Dawn of War makes more use of role-playing principles.

Interesting aliens, appealing graphics, nice story – these are all features that conjure up both games on the screen.

However, Warhammer is the original, and Warcraft and Starcraft are just copies of it.

Finally, the player is offered a lot in both real-time strategy games. We recommend to simply try both games.

Games Like Starcraft: Real-Time Strategy 2019

Some people say that real-time strategy is dead. And that may be true to an extent, but there are still a handful of games that you will probably like just as much as Starcraft or Starcraft 2.

Ashes of the Singularity: Escalation

What the main game could not achieve is compensated by the standalone expansion “Escalation”. You will get a bigger, better and sleeker Ashes of Singularity with much better content than the basic game. The new unit types provide the necessary variety and freshen up the game – enough new wind to tie you to the monitor.

What is particularly good is the newly introduced strategic view, which provides a better overview in heated battles. Ashes of Singularity can best be described as a “modern” version of Supreme Commander. So if you have a penchant for epic robot battles and sci-fi atmosphere, we can recommend the game to you.

Sins of a Solar Empire

Sins of a Solar Empire is a space RTS classic and partially offers the gameplay of a 4X strategy game, but at the same time it works within a real-time strategy framework. You play one of the great star empires and build giant battleships, operate diplomacy and expand.

Sins is one of the best multiplayer RTS games besides the single player content: A very good balance of the three races, an intuitive interface and a very motivating gameplay invite you to multiplayer battles. Meanwhile, a lot of additional content is available, so a single-player fanatic should have enough addictive material. But even in rebellion you still search for a campaign in vain. No question about it, the graphics of Sins are somewhat aged, yet the game clearly belongs in our highscore list.

Command And Conquer

Ok a list of the best strategy games without Command & Conquer? Seriously, we’ve seen some, but we don’t think that’s possible. C&C is one of the most popular and important RTS games of all time and simply belongs in every highscore list of this kind, point. Why is C&C so high on our list? Well C&C Red Alert 3 is from 2008, ergo not sooo old yet. It should nevertheless be said here that Part 1,2,3, Generals and Red Alert 3 are generally considered to be the best parts. Especially the newest part had to bleed and was no longer taken seriously by the community. The “Ultimate Edition” we recommend here contains all the classics as well as the newer parts of the epic Strategy Blaster (a total of 17 games via digital download).

There’s not much to say about that: If you’re strategy players, you know C&C anyway. Whether you’ve loved the skirmishes of GDI and the Brotherhood of NOD, or you’d rather lead the great powers of Allies, Russians, and China, you’ve got it all in the package for a measly price.

Supreme Commander: Forged Alliance

Supreme Commander is based on the success of the classic “Total Annihilation” and was led to success 10 years later by the same developer. Finding a bigger and more ambitious real-time strategy game than Supreme Commander will be difficult.

By the way, Forged Alliance is a standalone expansion of the game, offering you new single-player missions, a new faction, new units, a revised user interface, and a major graphical update. Those who like huge battles, robots and science fiction scenarios will surely be happy with Supreme Commander.

Halo Wars 2

At its core, Halo Wars 2 is a classic real-time strategy game with minimalist basic construction, powerful scissors-stone-paper units and a remarkable presentation that tries to hide only the flat story and the mediocre mission design – but one after the other. Developed by 343 Industries, Creative Assembly, and Microsoft, the Xbox Play Anywhere title for Windows 10 and Xbox One is surprisingly reminiscent of Ensemble Studios’ Halo Wars and features a story campaign (even co-op playable with two people), battle mode, three multiplayer variants, and flash mode.

In most, but not all missions, you can build a small base at predetermined locations and expand it with buildings at predetermined locations. The barracks, vehicle factory, hangar, weapons room and resource production building are flown in spectacularly until completion and secure both troop supplies and raw materials or unit upgrades.
Typical halo units are built in the base, which are based on the scissors-stone-paper principle. Vehicles, for example, are effective against infantry. Infantry is strong against air units, while flying units with vehicles make short work of it. There are smaller gradations, for example, flamethrowers are good against units that have entrenched themselves in fortified garrisons. In addition, Commander abilities with cooldown can be used. Mines can be dropped, a bombardment can be requested or a healing or repair surface can be activated. You can’t expect much more tactical depth in the action-oriented battles of Halo Wars 2. The game is limited to the bare essentials.

Star Wars: Empire at War

Empire at War was the first real time strategy game in the Star Wars universe where you can join either the Rebel or the Empire. The action takes place in space as well as on the surface of planets. Mastering the connection between the two levels is one of the many challenges that you will face on your way through the campaign and galactic conquest scenarios.

On the galactic map you have to worry about up to 40 planets in the campaign, on your planets you build the usual buildings like barracks, fortification towers and ion cannons. The whole thing also takes place in the strategic 2D view in real time, so you should swing your hooves and not hang around in the planet view for too long. The battles are then in a beautiful 3D bird’s eye view with even for today’s still respectable effects and graphics. A clear tip for all Star Wars fans!

Dawn of War 3

Dawn of War 3 does without some of the typical tactical elements, such as cover, offers battles with relatively many units instead of a handful, and finally lets us do what real-time strategy games were known for in the 1990s: build a proper base. This already sets the direction, because as already in the case of Company of Heroes 2, Dawn of War 3 only really gets going in multiplayer mode.

Here you don’t have to deal with the quite simple AI henchmen and the automatically spawning opponents, but have to develop different strategies and tactics in games with up to six players again and again. In our experience to date, the battles can be divided into two parts. At the beginning of a game it is important to occupy as many resource points as possible to get enough power and energy for hiring troops and building the most important buildings. Afterwards, you should also make sure to claim an elite resource point and defend against enemy attacks with traditional units. Once you have collected enough points and can order one of the three elite warriors onto the field, the next phase of the battle begins. Then you should see to it that you switch off the enemy energy core with the very powerful heroes so that you win the game. This all sounds pretty simple in theory, of course, but you should keep in mind that your opponents try exactly the same thing and often use deceitful tactics like the use of invisible units. The games we have played so far have certainly made us really happy and thanks to the large number of unlockable elite warriors there should also be enough motivation to continue playing, although you sometimes lose several games in a row. Similar to normal troops, Super Units not only have their strengths and weaknesses according to the usual scissors-stone-paper principle, but can also provide fundamentally different tactics with their special skills.

Whether the balancing in Dawn of War is as good as that of industry leader Blizzard is difficult to judge. But that it turned out very well can be determined without any problems. And so not only the long campaign is really fun, but also battles against human opponents. Especially the close victories or defeats pump adrenalin into the body and make the battles even more emotional. And Dawn of War 3 can do that real good.