NEWS
Rock, Paper, Scissors - SC2 giveaway
Post your favorite three-unit combo below and explain why you like it for your chance to win one of four SC2 beta keys!
By Justin 'PrimeTime' Loeb
Apr 8, 2010 16:07
Post your favorite three-unit combo below and explain why you like it for your chance to win one of four SC2 beta keys!The winners of yesterdays competition, "Do something good and win a Starcraft II key", are:
Wahoa
MUFFINman
chsn
gile23
Congratulations, the winners will be contacted on Saturday but please prepare your Battle.net account so it is ready.
Today's competition is titled, "Starcraft II - Rock, Paper, Scissors", what you need to do in order to win is post your favorite Starcraft II three-unit combo in the comment section below. Include a description of why you think it is the best and remember, the most original answers will win.
The deadline to submit your entry is April 8th, at midnight CET.
Wahoa
MUFFINman
chsn
gile23
Congratulations, the winners will be contacted on Saturday but please prepare your Battle.net account so it is ready.
Today's competition is titled, "Starcraft II - Rock, Paper, Scissors", what you need to do in order to win is post your favorite Starcraft II three-unit combo in the comment section below. Include a description of why you think it is the best and remember, the most original answers will win.
The deadline to submit your entry is April 8th, at midnight CET.
RELATED NEWS
97 comments
Loading comments...
Most read last month
Most discussed last month


Siege Tank ( Terran )
Colossus ( Protoss )
Zergling ( Zerg )
Because it makes SCZ (Z=2) . And SCZ rulez.
Immortel block and Colossi and HighTemplar destroy everything!
Great for hit and run.You can use Cliffs and destroy 20000000 units in a few seconds. Also it s very versatile and you could add Stalkers and shit :)
Load Banelings into medivac ->
surround units with forcefield ->
drop Banelings ->
Win =)
Sentries to split up the army, Zealots to take most of the damage, Stalkers for anti air aswell as to deal massive damage tog round units.
reason:
viking = anti-air/anti expansion
tank = anti-ground
marine = anti-small units
Extremely mobile due to flight.
Battlecruiser can attack both ground and air and can use the Yamato cannon on anything it considers a threat.
Raven for detection and can drop sentries on ground units and hunter seeker missiles on enemy masses.
Viking can attack air in fighter mode with very long range to prevent getting into the thick of the fight and hide behind the battlecruiser and can transform to assault mode to assist in demolishing ground forces with a fairly high base damage.
Me = Good long range shooter.
GF = Solid armor with the powerful spell of nagging for attention (nice tank).
Bed = Nice hideout vs zerglings and banelings when we wanna spend some time alone, only bad because it doesnt have stealth detection and dark templars often join in without being invited...
For now I'm in a long distance releationship, and it's my birthday so i can't get my fav 3 unit combo together.
3 unit types with races mixed: Zerglings, Void Rays, Thor.
Reasoning: Zerglings in mass are hard to handle, spread out well, and can catch up to fleeing units. Void Rays decimate buildings and can raze a base in just a few minutes. Thor all around powerhouse - nuff said.
3 unit types from the same race: Mothership, Void Rays, Sentry.
Reasoning: Best combination for adapting to multiple situations. Because they all fly, you are not impeded by ground barriers.
3 units period same race (1 of each): Mothership, Sentry, Carrier.
Reasoning: Similar benefits to the above group but one carrier seems to deal more damage in a shorter period than one Void Ray would.
3 Units from different races (1 of each): Mothership, Thor, Infestor.
Reasoning: If you only had 3 units, you would want them to be durable, or able to produce units/copies of their own. The Mothership can use vortex and cloaking to protect from large groups. The infestor will be stronger against Terrans but is also useful with the neural parasite and Fungal Growth abilities. Finally... THOR! He's just that good.
Allow me to elaborate:
Zealots, naturally, are the ultimate warriors. Their signature creed "I love combat" awakens in me the fiery hunger for battle, a fire that men have felt burning since the dawn of time, and that has evolved over time in the the will to be the best. To be number one, to be a winner. Is this not what modern-day competition is based on? Is this not why are fair number of us play video games?
Hence, Zealots embodying the essence of the immortal warrior and hungry gamer, both striving for greatness, alike, they are the rock solid backbones of my army.
Carriers have always been awe-inspiring units. Their sheer size, juggernaut-aspect, and destructive potential are something to revel in. They are like cadbury eggs, but filled with doom for the enemy.
The agile Interceptors are the sharp cutting scissors of my combo, wreaking lightningfast havoc on the opposing armies.
Finally, the Mothership is the ultimate rallying point , a beacon of strength, hope and endurance.
It will envelope my army, folding invisibility around it like wrapping paper. Delicate, but beautiful.
When I have all the workers my opponent can't build a fucking thing.
Phoenix - Always funny to see some helpless units up in the air with that anti gravity skill.
Ghost - BOOm goes the nuke
Baneling - Burrowed banelings just waiting for some unsuspecting passerbys.
Reason: Well, would you mess with Chuck Norris, Rambo and Terminator in a bar fight? Don't think so :p
roach
broodlord
best late game zerg composition, cannot lose :D
First of all how I enjoy myself, SCV: StarCraft Viagra
Next a rule i abide by, Thor: Theatrical Honesty Or Rape
And finally something I see very often, Zealot: Zebras Eating A Lengthy, Orange Tomato
Thanks
Thors rip units apart take quiet a few hits well medivacs keep em up reapers for a good flank destroy building quiet fast and are very mobile. Keep em busy with thors and medivacs and whipe em out with reapers. and not to mention reapers are just bad ass. "someone call for a reaper"
Queens, Ultralisks, and medivacs.
Ultralisks are tanks of note, especially with armor upgrades. Fully armor upgraded ultralisks are almost immune to zergling, marine and broodling attacks. A few ultralisks can tear MMM balls apart if they get close. A few ultralisks make an impassable wall and look very dangerous, so, naturally, they get targeted very quickly. This is where the queens and medivacs come into play.
Medivac provides a constant heal to counter those lesser damaging units. A Queen has transfusion, that can insta heal for 125 hp on very nice range. Now an ultralisk has 600 hp, and transfusion costs 50 energy. so one queen on full energy can regen a ultra to almost full.
Ok so your ultralisks are basically immortal. They have to target your medivacs or queens to make the ultras mortal again. Only way to dominate them is to use air, but queens can quickly kill any air unit with a focused attack. They may not be as strong as hydra attacks, but queens have more hp than hydras. Queens have 125 hp, so they can fully charge eachothers hp's up with transfusion.
The whole idea of this combo, is immortality. Medivacs extend lives, and can insta save any close unit that is in trouble. Queens can charge 125 hp into eachother or the ultralisk-tanks. The ultralisks are big and have 600 hp, creating a solid wall that does aoe dmg.
The best way to use it is either worming into an enemy base or cornering his army. Ultras can quickly kill a few vital buildings before their army arrives. The enemy will be targeting one ultralisk at a time, his units will be stationary, as he will be thinking the approaching ultralisk will die before it gets in range, but a solid heal or 2 on that ultra completely throws him over. The ultra gets in range, 3 hits and all the marines die.
Sentry - blocks the opponents army with force field (for a better fight position) / Collosus with big range can always make good damage , and stalkers can kill the air so that ( corruptor , viking , phoenix ...etc cant kill the collosus )
Zergling (Scissors) With the right micro can take down any army
Sentry (Paper) Weak in theory but can surround an opponent quickly causing mass hysteria
Colossus/SCV/Sentry
Looking at this army composition, you may immediately think that the SCV clearly doesn't fit. In actuality, many, if not most of the Protoss arsenal has a mechanical modifier on it, meaning that SCVs can heal them. The sentry and colossus are powerful examples of this. Along with their shield, that recharges, there are SCVs repairing what would otherwise be permanent damage to the Protoss health. The colossus covers most early tier units. The marauder, marine, zergling, zealot, and hydralisk can be taken down in one to three AOE shots by the colossus. The colossus weapons, upgraded once, one-shots marines without any armor upgrades, and one-shots zerglings no matter what. The colossus UTTERLY destroys melee units of any kind and also gives vision over large distances, like over cliffs. Not only that, but since most of the time, the SCVs you will have on autorepair will be surrounding the colossus, melee units will have an incredibly difficult time going for the colossus because of the SCVs being in the way.
In that respect, SCVs not only heal, but also defend. It is also often overlooked that while SCVs have a biological modifier on them, they also have mechanical, which means they can be healed amongst themselves. The true excellency of an SCV shines when you notice that this build is somewhat weak to air units. Yes, the sentry does have a ground to air attack, but for the most part it isn't used except against mutalisks and other low-health air units. The SCV can build not only missile turrets, which completely destroy air, but also sensor towers. This can become a part of slow push using SCVs, sentries, and colossus to advance, while building missile turrets and sensor towers to proceed and watch flanks with air defense(also, they detect, which 90% of these compositions don't take into account). Very reminiscent of a Terran mech push in Brood War. The SCVs will make up over half of the units in this force. Since unless they take out the SCVs, your real units can't get killed(unless under intense focus fire), they can tank almost all damage done to your army. To produce SCVs, you need command centers, which add to the slow push technique. Planetary fortresses are without a doubt the most powerful static defense in the game, but paired with a slow missile turret, colossus, sentry, and SCV push, its power exponentially increases. The fact that they also produce core units to not only your economy, but to your build truly makes them astoundingly powerful.
Sentries are commonly stated as being one of the most overpowered units in the game. Their forcefield ability not only has the power to completely lock in and decimate melee armies with ranged support, but with a mobile army such as this one, can be put to use a plethora of ways. Using a forcefield behind the opposing army and then taking the damage with SCVs while attacking from behind with colossus could potentially devastate the opposing army and melt all of their light troops. If your army is severly outnumbered and a retreat is necessary, you could use forcefield behind your own fleeing army at a choke to prevent the enemy from pursuing and to buy yourself more time. Doing a sort of timing push, you can even delay the opposing army from coming out of their main by putting a forcefield at their choke. The already hard-to-defend natural expansion will fall easily to combined sentry and colossus fire. The guardian shield ability makes this seemingly weak to air build even stronger. Any projectiles will deal a full two less damage to any unit under your guardian shield. Due to this army composition ALREADY being incredibly strong against melee units, making them strong against ranged units is on the verge of imbalance. Their last ability, hallucination, completes this build. Since the colossus is a time and resource expensive unit, you won't have too many of these. What you WILL have a lot of are sentries, and with all of the excess energy you would build up only using forcefield and guardian shield, their hallucination fits nicely into its niche. By hallucinating a few colossus(by a few I mean one per 100 energy, or 1 per 2 forcefields), you confuse the enemy into focusing the wrong colossi, or intimidate the enemy and make them retreat into disadvantageous positions. Detection nor emp shows hallucinated units(though emp makes them die faster).
So, in short, you have an army that destroys melee units, has an extra 2 defense against ranged units, tanks incredibly well with excess SCVs, pushes almost unstoppably, traps armies and makes them die to splash, builds missile turrets and sensor towers around the maps for defense, vision, and detection, and makes your opponent guess as to which of your units are even real.
In even shorter, you have a totally badass ball of death
Immortals (Completely Destroy any Ground armor, and can usually cause them to go Biological/Light Tech) As well as only taking 10 damage/hit while shields are up these can also be your tanks.
Sentry (Makes Ranged units seem a lot less hurtful, GS does wonders, as well as some micro with Forcefield you can really screw over an opponent thats ground heavy while the sentry itself can really hurt most air units)
High Templars ( Psionic Storm can really hurt biological builds, and do pretty good vs. Armor, if u have 3-4 u can pretty much surround a group and really smash em, as well as if ur in battle and they go out of energy u can make an archon and they deal decent splash and hit really hard on bio while ur imms destroy any armor)
Colussus: the huge units that are able to crumblin everything with they powerfull lasers climbing up and down cliffs, the most important unit in the combo!
Sentry: with this tactical unit, abusing with his powerfull forcefield, that turn the colussus almost invulnerable.
Stalkers: Represent the Aliens itself, and suport the Colussus against all air units that could represent some insignificant trouble to this 99,99% of combo doin apocalipse.
Ps: the only weakness of this combo, could be some virus (or anything like that) that, until now, was not realease in the game!
Ps2: WATCH OUT for Tom Cruise + grenade! Can be the end of your Colussus!
Using Freudian metapsychology, we can use the Zergling, Queen, and Overseer to form three parts of the psychic apparatus that form Sigmund Freud's structural model of the human psyche…quite fitting for a race based on the idea of a race based on bestial instincts and forming a giant collective psychic apparatus! (See plot of Starcraft: Brood War and the psi emitter, for example).
Zergling = Id
Queen = Ego
Overseer = Super-ego
Let’s look at the deeper meaning hidden in these units by using the layman’s summaries from the Wikipedia page on the Id, Ego, and Super-ego
Id (Zergling):
“The id comprises the unorganised part of the personality structure that contains the basic drives. The id acts as according to the "pleasure principle", seeking to avoid pain or unpleasure aroused by increases in instinctual tension”.
The Zergling is a bestial, primitive unit, the most basic organism feature among all the races of Starcraft two...you can make two of them from one larvae! Even drones have the DNA to morph into huge buildings, and at least Banelings have highly complicated chemicals inside them. No my friends, Zerglings are unorganized and follow their most basic instincts, driven by their genetics to seek the pleasure of the hunt and the kill, meat and prey (scouting probes are particularly satisfying to the needs of the Id!)
“It is filled with energy reaching it from the instincts, but it has no organisation, produces no collective will, but only a striving to bring about the satisfaction of the instinctual needs subject to the observance of the pleasure principle.” -Freud, New Introductory Lectures on Psychoanalysis (1933)
Ego (Queen):
“The Ego acts according to the reality principle; i.e. it seeks to please the id’s drive in realistic ways that will benefit in the long term rather than bringing grief. The Ego comprises that organised part of the personality structure that includes defensive, perceptual, intellectual-cognitive, and executive functions. Conscious awareness resides in the ego, although not all of the operations of the ego are conscious. The ego separates what is real. It helps us to organise our thoughts and make sense of them and the world around us.”
Unlike the primitive Zerglings (and similar primitive organisms), the Queen is responsible for the “long-term” growth and stability of the hive, a large responsibility that includes “defensive” functions such as healing defending units or buildings like Spine Crawlers, or single-handidly holding off rushes to air-tech like speedy Void-Rays. Even the word “Queen” makes us think of a monarch, a ruler…an “executive function” within the hive. It is in charge of organizing the workings of the hive and spawning larvae to quickly fulfill the needs of the community around it, be it extra harvesting, the creating of more overlord supply, or base-defending Zerg. It can even spawn Creep Tumors that “feed” nearby Zerg buildings and support the more primitive hive organisms by helping them move faster across the terrain near and in the base.
“The ego represents what may be called reason and common sense, in contrast to the id, which contains the passions ... in its relation to the id it is like a man on horseback, who has to hold in check the superior strength of the horse; with this difference, that the rider tries to do so with his own strength, while the ego uses borrowed forces” -Freud, The Ego and the Id (1923)
Super-ego (Overseer):
“The Super-ego aims for perfection. It comprises that organised part of the personality structure, mainly but not entirely unconscious, that includes the individual's ego ideals, spiritual goals, and the psychic agency (commonly called "conscience") that criticises and prohibits his or her drives, fantasies, feelings, and actions.”
Overlords and especially Overseers form the primarily psychic network and sheer will of the Zerg swarm that drive it forward and demand that all lesser organisms follow commands even unto death. They float above their fellow Zerg like giant brains beaming orders down to the nerves of the body, collectively forming the “personality structure”, “psychic agency”, and “conscience” mind of the Swarm. They prevent Zerglings and really most Zerg organisms from reverting merely to purely instinctive and selfish drives like a sense of self-preservation, forcing them to sacrifice themselves for the greater good of the species.
“Freud's theory implies that the super-ego is a symbolic internalisation of the father figure and cultural regulations. The super-ego tends to stand in opposition to the desires of the id because of their conflicting objectives, and its aggressiveness towards the ego.”
The Super-ego (seen as male/paternal in Freud’s theory) ultimately achieves dominance over the female Ego (Queen). The Overseer’s countless eyes represent the primary tools of the Super-ego, namely Guilt and Social Taboos/Judgment. No one can hides from its unflinching gaze, as even fantasies (hallucinated) and hidden (cloaked) apparitions are stripped naked before it.
...Therefore, without any of us knowing it, Blizzard built Freudian metapsychology into the game, making us think not just about how to pwn that noob across the map, but maybe even our innermost desires and our inner struggles that create the whole of our personalities, just as individual units form the Swarm!
Thanks for reading!
Sources: http://en.wikipedia.org/wiki/Id,_ego,_and_super-ego
The Ravens are my support unit. First, they can see invisible units, so I won't have any problems against them. Second, they have Point Defense Drones, which destroy the enemy's attacks, so I will take less damage. But they also have offensive abilities like the Auto-Turret for harasses or attack support. Their Hunter-Seeker Missile is a very strong ability, it has splash damage so it is very effective against mass units, which balls.
My second unit is the Infestor. It can support my area of effect damage of my other Units with his ability “Fungal Growth”. It immobilizes the units in the area, this supports the missile and the storm, and they get damage over time. If the enemy has other strong units, they can get the control of this unit so they aren't a danger for me anymore. They can also produce Terran Infestations, which also make some damage to the enemy.
My third unit is the High Templar. They have also a AoE-ability, the psi storm. So they can deal damage to the units, which are immobilized by Fungal Growth”. With Feedback they drain the enemy's energy, so his units which need energy are useless, and if he has no energy more, he can warp to a Archon and can deal nice damage to the enemy.
My tactic is to make too much damage to my enemy so he dies very fast.
Another reason, why this combo is so good, because I used exactly 1337 characters to write the explanation above and I used a unit from all races.
Zergling Why: Its in my oppinion the defenition of the zerg, and the most profound unit they have. they are a swarm and zerglings live and die by numbers.
Marine why: same reason as above, they make up the backbone of the terran army, and the other thing is, they are just plain cool, and the voiceover are amazing
and last we got the Carrior Its just massive and what i consider a true "alien invation" thing, the massive blob that hosts an endless amount of interseptors, just a good old alien starship, mmm love it.
And together, they make up a rediculess army, the swarm to take the hits and act as fodder, and the marines to shoot stuff, and overhead to protect against the crazyness that is siegetanks, carriors.
Zealot - The imbalance of Protoss. Overpowered melee unit.
Roach - The imbalance of Zerg. Overpowered range unit.
Reaper - The imbalance of Terran. Says no thanks to cliffs.
You will never get through through a wall of Zealots, you will never reach the Roaches staying behind and you'll soon find out that there are reapers destroying your base.
Zealot - Rock* because they charge and others split in to pieces!
Zaratul (Dark templar) - Paper* thin and hard to see.
The Zorro combo that is small, fast and invisible. They have one of those things all 3 and are great to Rush with! Zealots are the most old school unit along side with the Zerglings and are two great units and have brought a alot of fun for everyone and will continue to do so with the release of SC2!
Zaratul the Dark templar because he has the best voice acting in all of the original Starcraft and had a bad ass story.
Reaper
Sentry
Corruptor
At first glance it would appear that this combo is lacking heavy firepower. But my proposal is centered around rigorous use of their abilities/ skills that if craftily used could overcome that disadvantage. More of a tactical approach.
First, victory would be all the sweeter if I could lure my opponent into a false sense of security. How? With the sentry of course and a huge army of zealot hallucinations. I would run most of these into an enemy base, against an army that would clearly overcome basic zealots. Without attacking, I would then run my phantom- zealots back fleeing for their lives. While the enemy is in pursuit and leaves their base, I would then attack. By then many zealots are dead and he may be aware that they are hallucinations. He feels like I was foolish and that I accomplished very little with that trick. Until....
Corruptors fly in and corrupt static defenses..... and reapers jet pack in like James Bond and start ripping into the economy (ie. nexus, CC, workers, etc.) My opponent is less happy. his face looks like this :(
but he feels nonetheless that it is a minor set back as he commands his superior army to return to the base to defend....
OOPS! I bring a few sentries behind and lay down force fields to the entrance to his base....he gets the ahh shit look D:
So I lost the sentries but it buys me enough time to just base bust the buildings with the reapers and hunt down the workers... Corruptors take care of any air units.
Finally the force fields drop... he reenters his base... wait... what base?!
My opponent now feels like a total retard getting stumped by these inexpensive units... he now has this face >_<
and all chats that im stupid and it was cheap and OP and that Im a noob.
well, gg to you too....
Of course this would be more difficult to pull off against a more skilled player... but there's always a skilled player who can counter something. I think the trick here is making sure that you don't have too many hallucinations so that u can coax him into feeling strong enough to leave the base and pursue them. perhaps slow units like the collossus or immortal would make for better hallucinations as they are more deadly yet slower than the zealot, and thus more desirable targets to pick off.
Reaper
Sentry
Corruptor
At first glance it would appear that this combo is lacking heavy firepower. But my proposal is centered around rigorous use of their abilities/ skills that if craftily used could overcome that disadvantage. More of a tactical approach.
First, victory would be all the sweeter if I could lure my opponent into a false sense of security. How? With the sentry of course and a huge army of zealot hallucinations. I would run most of these into an enemy base, against an army that would clearly overcome basic zealots. Without attacking, I would then run my phantom- zealots back fleeing for their lives. While the enemy is in pursuit and leaves their base, I would then attack. By then many zealots are dead and he may be aware that they are hallucinations. He feels like I was foolish and that I accomplished very little with that trick. Until....
"uhhmm, we could use some help here!" Corruptors fly in and corrupt static defenses!!! reapers jet pack in like James Bond and start ripping into the economy (ie. nexus, CC, workers, etc.) My opponent is less happy. his face looks like this :(
but he feels nonetheless that it is a minor set back as he commands his superior army to return to the base to defend....
OOPS! I bring a few sentries behind and lay down force fields to the entrance(s) to his base....he gets the ahh shit look D:
So I lost the sentries but it buys me enough time to just bust the buildings with the reapers and hunt down the workers... Corruptors take care of any air units.
Finally the force fields drop... he reenters his base... wait... what base?!
My opponent now feels like a total retard getting stumped by these inexpensive units... he now has this face >_<
and all chats that im stupid and it was cheap and OP and that Im a noob.
well, gg to you too....
Of course this would be more difficult to pull off against a more skilled player... but there's always a skilled player who can counter something. I think the trick here is making sure that you don't have too many hallucinations so that u can coax him into feeling strong enough to leave the base and pursue them. perhaps slow units like the colossus or immortal would make for better hallucinations as they are more deadly yet slower than the zealot, and thus more desirable targets to chase pick off.
Colossi, Roaches, and Mass Sentries.
With a large enough group of sentries with supporting roaches and colossi. (notice I said colossi not colossuses ;) This setup can defeat any large enemy force.
At the beginning of the battle the sentries cast their force fields in an arc, preventing the enemy from attacking and forcing them into a long thin line so that the colossi can set them ablaze 4 to 8 enemies at a time. Also, just for grins, force fields can be applied behind opponents as well to keep them from retreating. If the opponent sends air units, the sentries are more than capable to destroy them. As for Stalkers that might blink past the force fields, they would only find my roaches on the other side, waiting to absorb shots. While I might have used Thors in place of Roaches, I think that having Thors, Colossi, and mass sentries would be impossible economically, and Thors can be replaced by the beefy, inexpensive Roaches so easily in this situation.
In essence, the combo becomes one unit. The roaches become hp, the colossi become the attack points, and the sentries are the special ability and anti-air.
That is my lovely 3 unit combo and I would like to say good luck to everyone.
the best strategy is to go rock, rock, paper. the first rock is to make a tie since everyone goes rock the first round. the second round, the guy will no doubt think that your going to pick paper to beat his rock so hell go scissors. thatll be your first win in a best out of three game. on the third he'll chose rock out of desperation and youll be ready for him with your paper.
In SC2 however, it would perhaps be archon, carrier, arbiter. archons to block all soil from geting into range of you arbiters(an invisible archon sheild is truly awesome) carriers to defend the arbiters in the air aswell as to betray him into thinking youve only got carriers and arbiters, he'll run in for your arbiters with all his airbourne in a bunch and get whamed by the archons splash. arbiters.. well.. do i really have to explain what those are for?
hey, it works on f4st3st :p
I actually use my Combo alot cuz it's fun to see my opponent's reactions, although it doesn't always work in all situations :P
I get warp prisms, sentries, and high templar.
I mostly get this to REALLY REALLY REALLY piss off my opponents as this will kill his workers
You just get your warp prism, fly it to his worker line, then warp in some templar and sentries.
I use the sentries to block his workers from escaping while my storms wreak havoc on his economy
Then I load them up, and move onto the next base and do the same thing back and forth.
Result: guarantee nerd rage/swearing/complaining about being op/ect.
Of course once they get wise to this they can build some anti air, but the damage will have been done ^^.
I want my own account so I can play whenever I want to, not when he's not playing =[
Broodlord: Because he throws mustache babies at people. I mean ZOMG he throws mustache babies at people, you can't get cooler. AND, If i get my GF pregnant, i can just give the baby to him.
SCV's: They say 'In the rear with the gear' i mean....... seriously. wtf bliz? I'm going to laugh every time i hear it, and that will put me off my game. Maybe i need a new race in SC2 :P
(No babies were hurt in the making of this post)
Balanced combo, effective against grounds units.
OK, so everyone knows that to have a great combo you need DPS, support, and a tank. So, we start with the siege tank for DPS. With 60 damage and splash, siege tanks deal some heavy DPS. Now we need support. Well, the siege tank sits behind your army and supports it with huge damage, so there's our support. Finally, we need a tank. Uhh . . . a siege tank just happens to be a tank! Ah, so now that's covered.
Now, this is StarCraft and there is one mechanic that is a huge part of the game: the drop. Thus, we need a transport unit. Thus, I propose the overlord to drop our glorious siege tanks on our unsuspecting opponents. Unlike the other options, the overlord can drop a layer of shiny creep on the ground. Enemies will be blinded by the intense glare and have no way to effectively approach our tanks. So now they are unstoppable.
Finally, StarCraft wouldn't be StarCraft without airships. For this, let us use the phoenix. The phoenix will lift our enemies into the sky where they can see the siege tanks that will ultimately cause their demise. So now we have an awesome looking fleet that makes our siege tanks even more intimidating.
There you have it. The ultimate combination is siege tanks, overlords, and phoenixes.
The contest ended many hours ago CET time, when gle23 posted that it was over...
And they posted exactly when it would end, so I looked it up online to check CET to my time-zone in North America and posted accordingly. And because they are ahead of us, that also allows people in North America to post our entries early when we wake up, since they already have the contest open by then in CET time-zone...since you had yours ready even the night before, that should have worked out perfectly for you :)